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pleinx

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Everything posted by pleinx

  1. Interesting. But sadly no. Storage isn't the problem in this case.
  2. Hello! How you guys handle in your community about the 50/50 bug or did you found a workaround? We noticed, even when the players total count is increasing, that this bugs is more and more relevant. For now we found there only cloned structures or dinos, which our admins destroys every day. But since some days we (and the players) noticed the 50/50 bug also steal some dinos of the players. Cryod and outside placed. Our first idea (we currently testing it) was to build a tower directly on this problen zone in the hope, that our player structures block the "black hole". Whats your experience and Wildcard does care about this issue?
  3. No problems here so far. But we have no mods installed from 3rd creators. Only the official ones like love ascended and the new gigantoratpor temporary mod
  4. @MroczneZakamarki you can use a simple batch script for your issue like this: start /low /affinity 1 ArkViewer.exe Put this content into a e.g. ArkViewer.bat inside your ASV installation (where the AsvViewer.exe is located). This will be run ASV on the first core of your CPU. If you want to add more cores e.g. if you have an eight or more CPU inside, you can do it by replacing the "/affinity 1" by your cpu mask which you can calculate here: https://bitsum.com/tools/cpu-affinity-calculator/ Because "/affinity 2" doesn't means take 2 cores. Keep that in mind.
  5. Didn't checked it out for now. Will do if i have more time @MirageUK I'm getting now this error: 2024-02-11 01:23:12.9839|INFO|Reading game save data... 2024-02-11 01:23:46.5820|INFO|Game data loaded in: 00:33. 2024-02-11 01:23:46.5820|INFO|Profile data loaded in: 00:00. 2024-02-11 01:23:46.5820|INFO|Allocated player tribes in: 00:00. 2024-02-11 01:23:48.1665|INFO|Map structures parsed in: 00:01. 2024-02-11 01:23:48.2414|INFO|Wild creatures parsed in: 00:00. 2024-02-11 01:23:49.0205|ERROR|LoadSaveGame failedSystem.NullReferenceException: Object reference not set to an instance of an object. at ASVPack.Models.ContentContainer.LoadArkAscendedData(String saveFilename) in C:\Dev\ASV_New\ASVPack\ASVPack\Models\ContentContainer.cs:line 2250 at ASVPack.Models.ContentContainer.LoadSaveGame(String saveFilename, String localProfileFilename, String clusterFolder, Int32 profileDayCountLimit) in C:\Dev\ASV_New\ASVPack\ASVPack\Models\ContentContainer.cs:line 224 at ASVPack.Models.ContentContainer.LoadArkAscendedData(String saveFilename) in C:\Dev\ASV_New\ASVPack\ASVPack\Models\ContentContainer.cs:line 2250 at ASVPack.Models.ContentContainer.LoadSaveGame(String saveFilename, String localProfileFilename, String clusterFolder, Int32 profileDayCountLimit) in C:\Dev\ASV_New\ASVPack\ASVPack\Models\ContentContainer.cs:line 224 Let me know, if you need a savegame 🙂 And only two reminders: add status if the dino is currently a baby or juvenile add inventory for some structures (e.g. tree sap collector) also for export (JSON) like always: no pressure
  6. FYI: after the big update today ASV is not longer working (no pressure mirage, just a info :))
  7. Hrello! How-To use custom cosmetics on your unofficial server! SERVER Update your server to the latest version (min. v34.49) If you want to only allow the official StudioWildcardMods do NOT add the CosmeticWhitelistOverride="URL" in your GUS.ini Your server is now prepared CLIENT/GAME Also updated to the latest version Open your ARK Survival Ascended Game Go to the Mod-UI menu and filter for "custom cosmetics" Now download the official mods on your client Join your server IMPORTANT STEP: if you have already a character on your server, you need to respawn (go in your inventory and check your implant, wait 5sec and press "E") After respawn go into your characters inventory again and change to the tab "cosmetics" here should be displayed your mods right click on one of them and chose your structure/skin/what ever Now you can use it
  8. FYI: The latest Updates related to the "Dino Tracker" polling seems helpful and stablized a bit the server-fps. Ours went from, if 20 players are connected, from 9-12 to 12-16. That's a good direction, but i hope that's not all.... They annoucend to made big performance updates in january... I really hope that wasn't everything Seems they are with implementing stuff like the custom cosmetics and transfer...
  9. Yeah, it seems Wildcard changed something in their last patch We have the same problem after patchting the servers to the latest one (v33.78) ASV got the following error:
  10. Nothing todo from your Side. The server will still boot.
  11. Hrello 🙂 General question about the dinos stats: is there any formular to calculate the currently stat vaules? E.g. HP 42 is equivalent to 10k HP. I guess every dino is different?
  12. First of all: thanks for taking care about the server-performance. Please do also not forget the RAM issue, its still to high! A question related to the paid DLCs "frontier adventure pack": How should they work? Are these paid DLC only for singleplayers? Or how should it work on unofficial?
  13. Thanks for your replay. And "happy" to see that also others have troubles to get stable server-fps. Overclocking is a good idea (just for testing those things ofc) and see how the A:SA-Server is react to it. Higher clock-rates always nice2have - no doubt. But where is the end? If modern and high-end hardware like ours not able to handle a simple ark-server then we need a NASA computer in the future. Just joking. However: i have now replaced my own PC with a 14700K to see how the newest CPU generation handles ARK-server. Ups, i did it again to try another (none-NASA) hardware. My system is running on DDR5-6000 (my roots have DDR4-3200) but also Gen4 NVMe. For now what i could see is that the worldsaves are improved by around 200ms. Which is in general cool, but i could imagine thats my faster NMVe compared to the dedicated server. Next-Steps: i'll ask in my community if we find 15-20 people they wanna join this test-server with the i7 14700K and see what 5.6 GHz p-cores can you instead of 5.2 GHz (from my dedicated server with i9 12900K) in terms of server-fps. Will let you know if i find time. At the end you're right. If all have those problems then we have to wait for WC. And it looks like they heard us now: Source: https://survivetheark.com/index.php?/articles.html/community-crunch-392-development-update-cross-platform-mod-spotlight-and-more-r2228/ About the Memory Issue: Its true, they could already find 2-3GB and reduced it. But we have still a long way to come back to the ASE. The Island tooks there (on linux) around 4,5GB (empty map) and ends up after 3 years (my experience) at around 7GB. Which is fine. I'm still thinking what i wanna do in the future in terms of clusters: If they cannot reduce more RAM in the future, all owners with 128GB RAM (which i guess have 90% of the hosted unofficial servers) have a problem. When i started to host ARK-servers i had two rotation servers for maps which are not popular. In this case i was able to host a cluster with only 64GB ram dedicated server. But someday there was a good offer for a machine with 128GB so i switched to a full 12-maps cluster. With A:SA is the problem: Nobody will know what the players now prefers. The next coming map is The Center which was in A:SE not really popular. So i cannot make a decision >now< should i add this map to rotation or not. And swapping afterwards from long-time server to map-rotation-server is not nice for the players they already built there. So looks like to spend more money into another dedicated-server. Currently my option b) is to rent another 128GB server, but with weaker CPU to keep the costs on this host a bit lower. This machine should then handle the servers/maps which seems not getting popular.
  14. I guess mirage need more Infos: Which Map you try to load? Additional mods? You try to load local savegame or Remote? What says the ASV log?
  15. Happy New Year! Better performance on 2024? No! 😧 But i've done many more tests over the last weeks: RAMDisk Different CPUs/Setups Different Hard Drives Playing with CPU Affinity and Reserved Cores Playing with Windows Services (saving processes, threads, handles) I will try to make it short to not bore you. Not sure if you are interest or not but i cannot good sleep with such performance issues. RAMDisk ❌ Has no impact on my tests. Tried to outsource only the savegame itself (TheIsland_WP fodler) and one another test i put the whole ark-server on RAMDisk just to make sure, there is no dependency. Different CPUs/Setups ✔️ I've test: # AMD Ryzen 7 3700X (8c/16t) - NVME SSD # AMD Epyc 7401P (24c/48t) - NVME SSD Gen3 U.2. # Intel i9 9900K (8c/16t) - NVME Gen3 # Intel i5 12500 (6c/12t) - NVME Gen4 # AMD Ryzen 9 3900 (12c/24t) - NVMe SSD Gen3 U.2 # AMD 5950X (16c/32t) - NVME Gen3 # Intel i9 12900K (16c (8p+8e) / 24t) - NVME Gen4 All systems had ddr4 2667 or 3200, 128gb, same network-card and RAID-0 (Debian12 with proxmox 😎 The winner is (i have also rent it finally since 1 month) the i9 12900K with Gen4. Such a beast also with the e-cores. I was thinking the 5950x is faster tbh. Really bad performance (the SSD and low freq is the problem) has the ryzen7 and epyc 7401P. Best Price/Performance shows the Ryzen9 even with the NVME SSD. That was really crazy result. In terms of saving the world the AMD R9 had no change compared to the Gen4 NVME (0,80s vs 0,53s) but the Server-FPS was mostly really stable around AVG(27) (the i9 12900 has constantly 29-30). All Tests are done with the same player amount, player position, savegame, dayoftime. Result of this "small" benchmark (have now only less options to test more, see bottom text): With less instances you are really good to go with the 9900K (or 3700X if you get real NVMe devices). Best Price/Performance has the R9 3900 is in my eyes the winner. Try go get real NVMe devices if you have the chance. Like it said i wanna the maxValue/price and thats the i9-12900K for now which runs in general really good BUT...see next text at the bottom #goal Different Hard Drives ✔️ Like i mention: RAMDisk had really zero impact. Please if you do same test and get better result, let me know! Best so far i could test was the Gen4 NVME (Samsung). That means get the fastest devices you can, put into RAID-0. Don't forget your backups! CPU Affinity and Reserved CPUs ✔️ Yes, the documentation recommended 4 logical cores per instance. This isn't completely true. Observe your worldsave with 4, 5, 6 cores (more makes no difference). But between 4 and 5 cores there is a benefit for worldsave (NOT SERVER-FPS) of around 100ms. Fun Fact: if you assign 6 cores, it will use it when saving. If you assign more than 6 they never get a load. Wildcard can you please clarify this vs. your docs? I/O uses two threads more than documented. Playing with Windows Services (saving processes, threads, handles) Here i'm not completely done with tests. My test was on windows server-2022. I reduced the OS from around 100 processes to 60. Also the handles and threads getting less around 25%. All looks so good but has no impact on the worldsave for now. I'll continue cleaning up the OS and observe is there somewhere a benefit to get from I/O. At least: its always good to keep it running smooth. Finally...🏁 So, the i9 12000K doing a good job BUT when over 20 players (around 3,5k active dinos) the server-fps drops to around 10. Only one instance is running currently on the machine, so the server has the resoures completely for himself. No other I/O processes, no limitation of anything. Everything is setup to the highest clock/boost. That makes me really unhappy. What's your XP with server-fps depends on players/active dinos? I think only the active dinos are the problem. If you have more players around the map, you will have more active dinos. When the server is thitting the 2,5k the server-fps slightly drops. All the last "optimization" patches HAS NO IMPACT ON ANYTHING... cpu usage, server-fps or RAM usage... thats so sad. Next setup i wanna test: DDR5 i9 13900 with Gen4 NVME. If wildcard is reading this: Please do more optimizations on the active dinos and RAM usage. The old known stasis parameters are not longer working in ASA, so we cannot optimize by ourself. How is that working on official servers? Or are the unoffial servers limit in terms of performance? Questions How much Server-FPS you guys have (pls note also players and active NPC) How long take your worldsave if you do it manually 3 times (one after another)
  16. All good My purpose was to see if i can a little bit save the load on the server running the export. Currently i'm using the cpu affinity and assigned one-core to the ASVExport.exe. Works good so far. But it makes no really difference. ASV has to parse anyway the savegame first and export the things thats requested. So i will go for "all". Thanks.
  17. Okay that means i cannot combine it right? Have to execute two times in my case?
  18. Thanks (again and again) for the quick-fix. Works perfectly! 🙂 Btw. a quick question. How was the syntax for only export specific data? C:\temp\ASA\asv\ASVExport.exe tribes tamed "C:\temp\ASA\TheIsland_WP\TheIsland_WP.ark" "C:\temp\ASA\export\" C:\temp\ASA\asv\ASVExport.exe tribes tamed "C:\temp\ASA\TheIsland_WP\TheIsland_WP.ark" "C:\temp\ASA\export\" ASVExport.exe is doing something for 1-2sec but not output. Its broken, deprecated or i'm doing something wrong?
  19. Okay damn. Something i did wrong in the past 😄 I'm using ASV on a Windows VM. But with linux would be great to save some ressources. I'll try it again. Can you DM you if i have troubles at some point?
  20. Oh is ASV now working >easy< under linux? You use proton/win?
  21. Thanks for your reply, @StevenB. I'm using the latest 5.0.0.10 version of ASV. I already wrote with Mirage. I think there are two problems: Export is not working correctly when in the targert directory already existing JSON-files. I exported last night 3pm and today 11.30pm. Only the Tribe JSON gets replaced. The other wasn't touched by ASV. I deleted now the JSON files and now i'm only in two (instead of three) tribes. So seems the first issue needs to be fixed and then he can research why i'm still in two tribes I hope its only a small thing mirage 🙂 🤞
  22. How you guys identify in which tribe is a player? I'm the admin of a server and have to join in different tribes. I read now the savegame and export ALL. In the ASV_Players.json and ASV_Tribes.json my character is in 3 different tribes right now. Its hard to figure out which is the current active tribe. Not get me wrong: for me as person its easy, i know it, but from code perspective 🙂 EDIT: Or @MirageUKcan you check again is your export-data correct? It looks like something get wrong. Because in the wrong tribe i have also the coords of the location of my real tribe. And in the real tribe my coords and inventory are empty, in the JSON.
  23. nvm export works well. A question: is it possible to export (not save from GUI) the different graphs?
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