"Processing": {
  "CpsLock": true,
  "MinLogicThreads": 2,
  "MaxLogicThreads": 4,
  "LogicThreadIdleTimeout": 20000,
  "MinNetworkThreads": 2,
  "MaxNetworkThreads": 4,
  "NetworkThreadIdleTimeout": 20000,
  "MapUpdateInterval": 50,
  "ProjectileUpdateInterval": 50,
  "PlayerSaveInterval": 120000,
  "CommonEventAutorunStartInterval": 500
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I would like to know if these settings could be causing the game to lag.
Â
I was in a more stable version, 101 (there is no stable version, even 6.2 isn't, but this is not so bad), and this version could handle 20 players calmly. Now version 111 can barely handle 5 players, on the same machine that can handle 20.
This is just a test we are doing. I would like to know why.
The server sends all lag signals to clients, such as:
Walking backwards, monsters suddenly deactivating aggression, when they(npc) return to the spawn point(origin) they fill their whole lives suddenly while in combat, in the middle of the fight they ignore the player, deactivating aggression and return to the point of origin, high ping with people who have a great internet speed, and so on. onwards.
We did a test with only about 5 people to check if version 111 was fine. And it is not. The lag was so much that you couldn't play.
Is there anything I can do in this configuration that can fix this?
Question
Weylon Santana
I noticed that the server has new settings
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"Processing": {
  "CpsLock": true,
  "MinLogicThreads": 2,
  "MaxLogicThreads": 4,
  "LogicThreadIdleTimeout": 20000,
  "MinNetworkThreads": 2,
  "MaxNetworkThreads": 4,
  "NetworkThreadIdleTimeout": 20000,
  "MapUpdateInterval": 50,
  "ProjectileUpdateInterval": 50,
  "PlayerSaveInterval": 120000,
  "CommonEventAutorunStartInterval": 500
Â
I would like to know if these settings could be causing the game to lag.
Â
I was in a more stable version, 101 (there is no stable version, even 6.2 isn't, but this is not so bad), and this version could handle 20 players calmly. Now version 111 can barely handle 5 players, on the same machine that can handle 20.
This is just a test we are doing. I would like to know why.
The server sends all lag signals to clients, such as:
Walking backwards, monsters suddenly deactivating aggression, when they(npc) return to the spawn point(origin) they fill their whole lives suddenly while in combat, in the middle of the fight they ignore the player, deactivating aggression and return to the point of origin, high ping with people who have a great internet speed, and so on. onwards.
We did a test with only about 5 people to check if version 111 was fine. And it is not. The lag was so much that you couldn't play.
Is there anything I can do in this configuration that can fix this?
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