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Posts posted by Energritz_
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There is nothing in the logs.. its all normal operations...
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7 hours ago, ComR said:Hi,
*snip*
Firstly welcome to the forums.
The system you have mentions is close to 6-8 years old, this is considerably old in the computing world, goods stuff for putting up with it till now.
Not so long ago i had a similar system, but intel, that lasted 6 years, i miss that system.
Anyway onto some points you have mentioned
- When you boot up your computer, before doing anything else, load up Task Manager, wait 5mins, tell me how much RAM the system is using
- You have acknowledged that your Graphics card is dated, and your budget is $100~$150, what games does your current card run? i.e 30~60fps ideall
Now answering your other questions:
A) Officially 4GB minimum, 8GB Recommended, Plus Operating system memory. However i have a system with 16GB and after a good solid few hours 3-6 Hours, my memory is gone (but i do travel around a lot)
This game loves Memory, so 16GB would be my recommendation.
B) DX11 Capable card with 1GB VRAM minimum, or GTX 760 or above.
C) Nope, it's low polly game, meaning its probably going to be the best you can get.
D) We don't know, performance in theory should be better, however there is no known switches yet, maybe consult unity website for details?
E) I don't think AA is even a thing? Your Graphics card provider should have an option to Globally turn off AA in its menu system.
F) No idea, probably not until full release we won't find out.
G) Sound like a very old format.. if you're thinking about VR, you need a system upgrade. If you're thinking of Triple Monitors (Surround)
You would need a class GTX 9xx cards or AMD equivalent or 2 Cards from the Older generation of Cards.
H) That would be nice, but currently saving and returning to menu is only option for now.
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21 minutes ago, SyxtySyx said:I don't know much about it, but what I have heard, is that "MAPS" are a huge file size hog.
for instance, If you place a map in a boat for decor after you have sailed the seven seas, it retains in it's item file so much information as to add several times the information to your save file.
So when the map is placed as an object e.g on a wall or similar, it keeps the record of where it's been? This would indicate that the persistence side of things is working at least.
I actually did not know that, however i just used propeller pack to get around now, i have a ship but its steam powered and nothing built on it.. guess i need to check this out (on a closed server)
The thing is players will do what they want, regardless if you tell them not too, it's something admins can't enforce for now, not until we can customize whats not allowed to be obtainable or craftable.
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I turned steam sync off, as it's known to cause issues with some games..
@stealerr You're best bet is to load the game in the editor, if you are still on the same yland as when you started, once in the edior you can
move around like how you are in game, find the ship and see if it looks any different.. if so then a forced rollback probably happened.
If its recent, then a sync error might have occurred within the MP game, all i can say is backup you're saves if playing MP in future, to safeguard yourself.
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Very nice, well done
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You can get programs to make Virtual RAM Drives, but it takes up your actual RAM for size, this is only useful if you have the RAM in the 1st place, which most people wouldn't i imagine.
Not sure if this still works on Win 10 or not. I have not used a Page file (swap file) in years... I use SSD's no HDD's and have 16GB Ram and the system runs fine.
However recently i have found that playing ylands for long periods will reach this limit and ultimately crash the computer.. since then i monitor ylands for memory leaks..
and thats the client, as for servers there has been reports of a few servers reaching 16GB Ram or even higher.. points to unoptimized early access product.
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My goal in this thread is to work out some of the performance issues that servers have or MP has...
After being on this forum for awhile now, and from what i have seen on the forum and my experience of running a server
I want to reach out to other server operators to get their opinion of the matter(s).
This is what i have learned from other operators that seems to be uniform for all servers:
TL:DR : Click on some other thread. no TLDR here.
- Players AFK / Spawn / Dead bodies:
This seems to be a universal issue, where being at spawn or just trying to login, having any of these entities lying around, takes a performance hit,
ranging from additional loading times to Disconnecting at spawn because too many entities just sitting around
this is not only just applied to living players but dead ones too, When a player inevitably dies, everything on said person is dropped
(unless you use a custom map with custom rule sets, even then that has some cons for a public server, e.g no PB)
if that said person had been gathering resources/materials for some time, think of the amount of items just lying around..
This also takes up CPU cycles for processing, eventually bogging down the server.
Resolution: Admins that are active have done their best to Move / Remove corpses in and around spawn areas on their respective servers.
Moving AFK / White living players to different location other than spawn range helps with this, sometimes opposite sides of the yland or
even a graveyard of sorts..
Then there's the guys lying in the dirt, if they are white (aka no gear) and haven't moved for some time, the assumption is made that they are
no longer interested in returning, this is where "corpse cleanup" comes into action, while i personally hate doing this, but unfortunately for these guys
they are taking up performance in CPU cycles... Vigilant Admins will have a schedule to "cleanup" said entities.
- Player Item littering
This can be seen everywhere, and its probably the nature for this type of game, while out and about in the world, you will inevitably see items just lying around,
holes in the ground, dirt and resources just lying around it, then there's trees, stumps and wooden pieces with bark, sticks, resin, seeds, just lying about being
ignored.. even mountains having chunks taken out of them, and leaving waste around..
While i can't really fault the players on this one, since deleting things can be chore and not everyone wants to pick up their mess (even though they should)
i believe this is probably a bigger factor in causing issues and lagg/stuttering that servers have.
Resolution: Manual cleaning.. this is a very long and daunting task for an Active admin of any server. And heres a very big problem with servers at the moment:
The Lack of Garbage Collection , now remember all those items and corpses just lying around? well this is why. Garbage collection in simple terms is self cleaning of the world,
E.g If someone drops a bunch of items on the ground, doesn't matter what it is, it should in theory after say 5mins? disappear automatically like in many other similar games.
Garbage collection in this sort of game is a vital necessity, without it well you are seeing what happens to servers over time.. Degradation and eventually a wipe or worse closure.
Not only do items just sit and waste performance, any resources that have been mined just leave ugly holes in the ground not regenerating, in addition to adding Garbage collection, natural
regeneration is probably a must, at least on the spawn ylands, this is needed for new players to progress otherwise they will be "stuck" and probably just leave. which leads me into my next
topic.
Regeneration of Vegetation / Resources
Unfortunately for ylands there is no regeneration currently (exception for fruit bearing plants, animals), which is a bit sad for multiplayer.. even more so for servers.
This includes, Trees, Plants, resources in the ground. This becomes a major problem for servers after a fresh map is made..
Early players (that joined in on a fresh map) will have taken all the resources and (probably) kept some for their selves for exclusive use. (not uncommon)
When new players join they wont have the necessary resources, such as iron, coal, and even cotton is needed leave the starter yland as cotton is needed to build
some items to progress to leaving the yland, when they realize this and get no help, they will leave, because why bother playing if you can't progress? makes sense.
Resolution: Manual Regeneration.. albeit a bit of a guessing game.. . Manual regeneration by an admin is picking the right resource and the right spot (or hole)
that a player has taken, sometimes the entire area is picked/dug out clean, its basically picking the lottery of what gets replaced, on some occasions resources
will remain and you can take and educated guess and replace that resource, but this task of finding and replacing is probably the most time consuming of all.
Especially if you have ylands in excess of 6 or more, which unfortunately for me i do on my server, but i do it for the players and our little community, to keep things
sailing along, I'm sure other admins probably do the same.. I hope.
SaveFile Growth Theory
There has been numerous posts about servers crashing out and resetting due to hitting a limit of sorts in relation to the Save File size. While this could be just
pure speculation, it might actually have something to do with performance. Ylands has just one file that saves absolutely everything...which is just plain bonkers
in my opinion.. Sure i guess it makes it friendlier, importing saves for the single player group, but i don't really care for single player, again that's just me.
However think of it like this, All those items on the ground, Ground modifications, Ocean modifications, structures, Players, inventory's, Chests with inventories...
ships, cars... Player maps (more on this later) are being saved just to a single file... if this doesn't spell out performance issues... then it's just poorly made..
To me personally this will be most definitely be the cause of more performance issues.. i have not heard other games doing this, i have hosted several servers of other similar games, they never
shoved all the data into a single file.. and they probably get why as well. There is also the issue of Player maps... Once discovered there is a theory that data is being written to the file,
however, when the player logs out the discovered map is gone and is blank when they return, but the data collected remains stored inside the file, thus when the player makes more
discoveries on the map , data just will fill up more space.. now increase this for how ever many players you have.. watch your file size and see if it grows.. Naturally the file size
will grow over time, such as discovering new ylands previously undiscovered.. but that should be all, in exception of maybe items and world generated objects.
There is also another theory that, while the File size grows, It becomes more harder to connect successfully to servers, ending in more "Host unreachable" moments...
Downloads fail and the "Blue sky" of waiting between Established connection and Downloading is really nerve wracking at times, especially if you have these problems..
Resolution: Split World object data ( trees, resources, ground modifications, oceans, animals, generated structures, etc ) dropped items to a world file, and the rest into per character files, which includes players maps, items, inventories,
player structures, which includes any chests/containers/boxes attached the player when placed. I believe if this was done properly, performance of the server and game would improve dramatically, not having everything restricted will not overly bog things
down. The server would only have to worry about the world more often than not, freeing up cycles for speedy processing of only characters that are active, not having to go through everything including everything above and offline characters.
Again this is just my idea of what could be a great idea, in practice its up to the Dev's to make or break the game.
This currently what i can come up with that's probably most pressing issues with the servers currently, if other operators have any other ideas/theories please drop a line.
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5 minutes ago, RedEagle_MGN said:There is about 60 online players in Ylands during prime time in every language so 12 is a lot for thatWell considering English is probably a dominant language globally, that should make sense, so doing math, 12 / 3 servers = 4 players per server, yeah kinda standard from what i have seen around here.
Well at least servers that have good admins... What i hate is that people forget that the world is round, might be prime time somewhere and working time somewhere else.. without taking that into consideration.
60 players is really quite dull... i worry about this game sometimes.. now even more with that number..
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11 hours ago, kimbuck said:Well. the same just happened to me except i fell through the ship and froze to death! The dreaded "host unreachable" message had displayed and this poor parasite rejoined only to get the message that death had occurred! Got the fal;ling through earth image then snap etc..
situation is i cannot rejoin that game ..all attempts result in a black screen with the obituary message...
Guess all i can do is wait until 0.7 arrives and restart there and then, or meanwhile find another mp game thats not infested with griefers..
If it was on the DS that i run, lemme know where you fell and ill have a look next time with the editor.
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2 hours ago, Mitch Treader said:Some good points, I'd be over the moon if the next up date included the ability to save your map on multiplayer. For now I just draw what I've seen on a piece of paper. Not ideal, but at least it's something to refer back to.
Good, Ive just screenshoted my progress before logging off, stitching up the maps as i go to make a big map, i stopped this awhile ago, as i now have a map in my head, since i used to travel alot for resources, it burns into your head eventually
This is on a Dedi server to btw.
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1 hour ago, kimbuck said:Also the australian internet is not the best ..i am in a country area linked to the nearest high capacity line via fence wire!
we have little choice ... its between Bad, very bad, awful and not so awful
And don't mention the NBN ..i probably will not see it at my place in my lifetime ...which could be a good thing from what i hear about its current users !
My current progress on the Aus server stalled after i died on a moored ship and cannot get back in. Connection fell out and i fell through the ship, it seems ...
Oh well lets see if the 0.7 release helps .. will play around on another oseas one until then.
Funny though, our 4G/LTE networks are some of the best in the world, probably because of the expensive and crappy data plans nothing can be saturated..
for the last month i have been using 4G/LTE as my connection for a trial, I get 50/20 D/U compared to my home internet which is just 8/1 ... I think ill be switching to 4G shortly,
Plans are getting better and i have found something that works.
For such a great fun game, the development progress is sadly too slow.. go check the change log forums to get an idea..
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1+2+3 : They need to fix the map first to save your discovered areas, before any of this is usefull.
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Just 12? well i guess it's something...
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3 hours ago, Mitch Treader said:Guess I'd rather play with people in Multiplayer, I've tried lots of serves where no one ever comes on.... it's kinda like.................. Single player? And if I wanted to play single player........... then I would
It's true i like to play with players as well, but how this are progressing development wise, having this now its probably a bit too soon, there is alot of issues with Dedi and MP in general.
Probably why you don't see full servers or mostly empty ones, the game has been in development since 2015 its not 2018.. don't any kind of miracles any time soon... things progress here super freaking slowly..
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3 hours ago, Mitch Treader said:As far as I know, It's a Dedi server. He pays to use the server, maybe resetting the server might fix the issue.
No need to reset, rebooting the server is what you want, unless you want to start from scratch again..
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Sounds like a forced rollback, what does it look like in the editor for curiosity sakes.
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Hopefully they work on both DS and client side by side, so neither misses out or gets left behind..
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Ah ship building, yeah that's another can of worms, i tried and failed, so ill wait for 0.7 for now.
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Hmm interesting find, I also use the propeller pack but have not encountered that "floating hopping" bug.
The "Duplicate" issue is looking more like the server has goes into a "stalled state" the same could be said for the "floating bug"
Is this a Dedi Server or a MP session?
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Ships aren't very stable, especially when in motion. I cannot remember how many times I've fell off my ship simple because server derps.
This is quite a common issue, the general gist is, once on the move don't move unless need to or stop ship do what you need to and then continue on.
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You don't have to talk or anything like that, you can just type stuff in the chat
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Ice Ylands are the most brutal, inhabitable areas of the game, probably more wise to teleport to a nearby more forgiving Yland to be honest.
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Guess the DS I run isn't good enough.. oh well, good luck with things.
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4 hours ago, teej72 said:For those looking for a good MP experience with out griefing check out Red Eagle's P1 gaming servers. I've had some fun in that group and made some good friends.
Shameless Advertisement? tsk tsk tsk.
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Technical questions, Ylands DX11 and small ask for advice what to update in my system?
in Suggestions & Feedback
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Hey ComR,