mkloppel Posted March 10, 2021 Share Posted March 10, 2021 I am maintaining a 7-server ORP pvp cluster and I am trying to configure everything on my end to positively handle the connections to it. Cpu: i7-8700k (6 core) Ram: 64gb ddr4-2600 Storage: 1tb WDblack NVME Connection type: Cable, 200mbps down/12mbps up Average latency for players: 15-30ms Average player base: As high as 40 players (Latency spikes have occurred only during battles) I was originally doing this off of an onboard Intel Killer NIC but purchased a nice little i350-t2 server adapter with detailed adapter configuration capability and utilize its offloading capabilities and superior packet handling. So far I love it! ( https://www.amazon.com/gp/product/B015FQ379E/ref=ppx_yo_dt_b_asin_title_o06_s00?ie=UTF8&psc=1 ) With that said I am looking to be sure I am properly adjusting the settings that matter so would like to understand the types of data being sent between my clients and my players so I can configure it to favor it in all instances possible (even if the returns are negligible). I assume the main data type is UDP packets for player status ingame TCP packets I'd assume is for such things as querying and transferring sort of things. I am just knowledgeable enough to understand most of this stuff at a surface level and comprehend how it might impact performance. But I want to be sure I have it correct. There are a lot of setting in the adapter that have some proprietary terms and its important to me to get it right. While I am here. Regarding connections: I have been running on the assumption each player connection absorbs 60Kbps of my Down/Up while connected. ( Is this a good rule of thumb to determine bandwidth requirements or am I high/low? ) My router is an ea8300 linksys, it has a 700mhz single core processor. I am unsure of its packet processing capabilities. (Can anyone tell me if this is too underpowered to maintain a stable connection) Would a managed switch be better? An unmanaged switch? A better router? I cannot connect directly, I need the connection split to the household. Thanks to ANYONE who gives me positive feedback. I appreciate it in advance! Feel free to ask for clarification, happy to discuss! Link to comment Share on other sites More sharing options...
mkloppel Posted March 11, 2021 Author Share Posted March 11, 2021 Bump Link to comment Share on other sites More sharing options...
Larkfields Posted March 11, 2021 Share Posted March 11, 2021 Most traffic is UDP, except RCON which is TCP. The options that helped me the most were... Engine.ini [/script/onlinesubsystemutils.ipnetdriver] NetServerMaxTickRate=15 and on the command line, to reduce CPU and RAM usage of maps with no-one logged on... -nitradotest2 Link to comment Share on other sites More sharing options...
pleinx Posted April 16, 2021 Share Posted April 16, 2021 On 3/11/2021 at 9:11 AM, Larkfields said: and on the command line, to reduce CPU and RAM usage of maps with no-one logged on... -nitradotest2 Did you tried this on Linux already? Link to comment Share on other sites More sharing options...
Larkfields Posted April 16, 2021 Share Posted April 16, 2021 15 minutes ago, pleinx said: Did you tried this on Linux already? I have a windows server, so I can't easily test it on Linux 😞 Link to comment Share on other sites More sharing options...
pleinx Posted April 16, 2021 Share Posted April 16, 2021 I think this is (unfortunately) a windows feature (nitrato use windows afaik). I tried this on my servers (linux) and wait ~15min with no logged in players, the memory was still the same, again unfortunately! Wildcard please add this for linux too! Link to comment Share on other sites More sharing options...
LHammonds Posted April 18, 2021 Share Posted April 18, 2021 Sure would be nice if the maps with zero players on it reduced CPU/RAM as just a normal feature. I will have to look at how much bandwidth is consumed when a player is connected next time I am on my Linux server. The main things to count per person would not only be down/up bandwidth but also RAM consumed but I imagine these are variable based on what the player is doing, how large their base is and how many dinos they have around them. You can see exactly what ports are in use on the server with this command: lsof -i -P -n | grep Shooter When running that command, it shows that Ark is only listening on UDP. Only exception is TCP but I only use that locally so that rule is not in my firewall at all. LHammonds Link to comment Share on other sites More sharing options...
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