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Discussion: Game Forum Archives / Red Orchestra: Ostfront - Lag - I've been getting massive lag on Server #1 after about 9:30-10pm Eastern. I read a
  1. #1


    Join Date
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    Lag

    I've been getting massive lag on Server #1 after about 9:30-10pm Eastern. I read a bit on the RO forums and it sounds like the RO server is quite the resource hog. I wonder if when we get both servers full in prime-time if it's overloading it a bit? I know it's a Dual Xeon 3.0, but it sounds like similar rigs are having issues with *one* 32-player server at times - at least enough to where they don't try to run any other servers on that system.

    The devs responded on that thread, and stated that there are things they're working on now that they have several full 32-player servers to test. They also said that the latest update to the Unreal 2.5 engine supposedly helps on server CPU usage quite a bit, but that it came out too late in the game to be included in RO. Down the road things will probably improve quite a bit as they get things patched up.

    IF we're maxing out the server rig when we get 2 full 32-player servers going, might we be better off going with just one server? Or maybe reducing Server #2 to a lower amount of players and setting it for infantry-only maps that work well with the lower player count? I'm not trying to limit anyone's ability to get in the game, but if *everybody* is lagging it's not fun for anyone.

    I'm curious to know how many TG'ers were actually on #2 during prime-time. I know earlier in the day it was mostly random pub players with a group of us who were waiting to get decent numbers for Server #1 games, and it was typical Pubbie Hell. I'm all for introducing players to TG and giving every TG'er who wants to play RO the ability to, but if #2 is being used mainly by random pubbies who are just looking for somewhere with open slots I wonder if we'd be better off passwording it as well IF it would help avoid lagging everyone involved. Later on after things get patched we could open #2 back up again.
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  3. #2


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    Re: Lag

    I'd say make server two 16 player max, all Infantry maps until they released some performance fixes.
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  5. #3

    Strag's Avatar

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    Re: Lag

    What we experienced last night may have been Apophis working on the servers -- I know he has a few things that he wants to get set up, and he mentioned wanting to work on those things last night. Let's wait and see what actually caused the lag before we start discussing the removal/diminishment of any servers.

    Incidentally, I played earlier in the evening (when Apophis was on Server #1, so I know he wasn't working on the servers) when Server #1 had about 14 players and Server #2 was full. I experienced no lag whatsoever on Server #1, and I noticed everyone else had good pings as well.

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  7. #4


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    Re: Lag

    Yea, pings steadily increased last night up until everyone was over 200.. It was just rubberbanding at that point. I started out at like 60 - 70 early in the evening when there was just 20 or so on server 2.
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