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cartman-2000 avatar cartman-2000 commented on July 30, 2024

It's not an issue with networking, the server needs "a lot" of raw single threaded performance to get a good TPS with a lot of players on the server. Most server CPU's that have a lot of threads but have a relatively low clock rate, won't really run Unturned server's that well. If you can run it on a comp that has a CPU that is running at at least 3.5-4ghz, then you should be able to get a relatively good TPS with 24 players, if you don't have too many vehicles on the server that is(which is one of the sources of bad server performance on a server.).

from rocket.unturned.

errorcode404wtf avatar errorcode404wtf commented on July 30, 2024

Can you read the title? We weren't lagging server wise. The ping was higher than the sky because (we believe) there was about 500 cars on the map. After I removed the vehicles file, it went back down to 80-100 ping. And btw, my dedicated has very good CPU.

from rocket.unturned.

cartman-2000 avatar cartman-2000 commented on July 30, 2024

Yes, the cars are "very" hard on server cpu, especially if they have a lot of elements on them. The cars in Unturned are the worst thing in Unturned for server side processing power usage, far worse than the zombies, and at least 200-400 times worse than a single static element on the server(one's not attached to a vehicle.). To get a good TPS on a server it would be best to have less than 80-90 vehicles and less than around 400-500 elements on all of them combined(or less than 60-70 vehicles if you have more than ~20-30k elements on the server.).

This doesn't really have anything to do with rocket as it doesn't modify the way the vehicles function on the server, this is more of a performance issue with vehicles in Unturned. It may be a good idea to post it over at the Unturned's git issues.
https://github.com/SmartlyDressedGames/Unturned/issues

from rocket.unturned.

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