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Nitrado Utilizes Obsolete "-LimitFPS=" Launch Parameter to Rate-Limit Servers.
Reviewed, UrgentPublic

Description

[THIS ISSUE APPLIES TO BOTH XBOX AND PLAYSTATION]

Nitrado employs an obsolete launch parameter ("-LimitFPS=") that severely restricts the performance of DayZ Servers. Upon testing this parameter in an environment simulating the setup and launch settings of a Nitrado server, it became evident that the server's FPS plummeted dramatically – from an average of 9000-14000FPS to 64FPS with just one player. Subsequent tests with different hardware specifications consistently yielded the same result.

64FPS is simply unsustainable for any large-scale DayZ server, compromising the overall gameplay experience. Notably, even the BI Wiki documentation specifies 1000FPS as the minimum requirement, which is not even the recommended amount. While acknowledging the need to cap server FPS to reduce CPU usage and allow for more servers within a cluster, it comes at the expense of the end user's satisfaction. It's also worth noting that the "limitFPS=" parameter, a deprecated function from Arma II, made its way into DayZ but hasn't been officially used outside of this situation.

When server FPS drops to the range of 100-60FPS, various interactions with the game world, such as proxy interaction, physics simulations, AI, and player locomotion become unstable. Unfortunately, this instability leads players to attribute the unoptimized experience to both the developers and community server owners. In reality, a simple adjustment, like disabling or removing this parameter, could bring significant improvements to the console server experience.

I’ve always been a long-time advocate for Nitrado, but it’s difficult when my Nitrado services struggle to even run smoothly and experience significant lag, leading to a loss of hundreds of daily concurrent players. As someone who has mainly played on console DayZ over the past few years, it's quite unfortunate and frustrating - especially considering the fact that we don't have the freedom to choose our server provider or the option to host our own dedicated server. This leaves us struggling to make due with and compensate for the shortcomings of these underperforming servers, directly affecting the end-user experience and restricting the creative freedom for server owners.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Category
General

Event Timeline

Geez added a subscriber: Geez.Jan 31 2024, 12:22 PM

Hello Scronkyy.
DayZ servers are designed to run around 60 FPS. Raising the value higher won't have any effect on how the server app itself runs and will only exhaust CPU resources unnecessarily.

If you experience performance or synchronization issues please report specific situations, ideally with reproduction steps and detailed description, to separate Feedback tracker tickets and we will investigate them.

Regards,
Geez

Geez changed the task status from New to Reviewed.Jan 31 2024, 12:22 PM
Gobs added a subscriber: Gobs.Jan 31 2024, 1:20 PM

I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.

Geez added a comment.Jan 31 2024, 1:23 PM

I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.

No, we are talking about server FPS as well. Anything above 100 server FPS should have pure placebo effect and will unnecessarily exhaust CPU.

Also our wiki does not seem to mention anything about 1000fps? https://community.bistudio.com/wiki/DayZ:Server_Configuration

Geez added a comment.Jan 31 2024, 1:25 PM

Also as mentioned above

If you experience performance or synchronization issues please report specific situations, ideally with reproduction steps and detailed description, to separate Feedback tracker tickets and we will investigate them.

I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.

No, we are talking about server FPS as well. Anything above 100 server FPS should have pure placebo effect and will unnecessarily exhaust CPU.

Also our wiki does not seem to mention anything about 1000fps? https://community.bistudio.com/wiki/DayZ:Server_Configuration

Well, probably because those numbers are seen in server RPTs, for example:

16:01:06.858 Average server FPS: 8012.00 (measured interval: 1 s)
16:01:06.858 Used memory: 1605975 KB

Gobs added a comment.Jan 31 2024, 3:56 PM

I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.

No, we are talking about server FPS as well. Anything above 100 server FPS should have pure placebo effect and will unnecessarily exhaust CPU.

Also our wiki does not seem to mention anything about 1000fps? https://community.bistudio.com/wiki/DayZ:Server_Configuration

The function OP referenced appears to limit FPS / tick rate server side. We're not really talking frame rate here. Its the potential impact of the limit command on the tick rate of the server. I'll leave it to OP to elaborate.

Geez added a comment.Jan 31 2024, 4:00 PM

The function OP referenced appears to limit FPS / tick rate server side.

Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.

Gobs added a comment.Jan 31 2024, 4:12 PM

The function OP referenced appears to limit FPS / tick rate server side.

Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.

As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.

Geez added a comment.EditedJan 31 2024, 4:28 PM

The function OP referenced appears to limit FPS / tick rate server side.

Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.

As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.

As I have mentioned previously

If you experience any issues then please:
report specific situation when you experience performance/synchronization issue
provide as much details as possible:

  • game version
  • server
  • configuration
  • HW
  • ip:port
  • region location
  • logs with active performance logging
  • client
  • region location (client)
  • logs (client)
  • detailed description of the situation

a) what happend
b) for how long
c) how many players were connected
d) etc

Geez added a comment.EditedJan 31 2024, 4:43 PM

As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.

Info directly from the dev team:

Tickrate is not directly tied to server FPS as long as they are above 45 FPS.

There are number of things that can negatively affect the game behavior:

  • sudden short performance drops on server when FPS drop under 30 (may not be even logged if they are too short)

    a) appears to client as tearing, delay on actions etc

    b) can be caused by ingame bug, too much spawned items/active AIs, faulty/not strong enough HW etc
  • network issues between server<>client

    a) information may be delayed or not arrive at all and has to be resend

    b) again may cause tearing and delays
  • client performance/other issues that are not related to server performance

    a) but manifest similarly

Identification and resolution of these problems requires proper investigation.
Quickest way how to resolve them is to write Feedback tracker report with as much info as possible.

Gobs added a comment.Jan 31 2024, 5:13 PM

Tickrate is not directly tied to server FPS as long as they are above 30 FPS.

Yes, I've read similar in some forums going back several years. With no clients connected it's probably 10,000 but as those resources are allocated it can drop as low as 30 or less. Maybe just wishful thinking that a faulty setting could be corrected and unleash the true potential of the game on console. Maybe! I think OP's concern is if the server FPS were throttled to run more servers on fewer host machines (more cost effective) than in game performance/experience would suffer significantly. As you say above, performance drops due to not strong enough hardware. That could be the hardware hosting the servers, no? I'll keep reporting specific issues as they occur. Maybe OP will have more details to elaborate on this.

Geez merged a task: Restricted Maniphest Task.Feb 1 2024, 10:08 AM

Thanks for the clarification, Geez. It appears I might have misdiagnosed the issue, attributing it to the launch parameter when, in fact, it could actually be related to inadequate hardware on the host machine.

I consistently encounter the red server performance warning symbol while running a Vanilla 50-slot server at full capacity. Unfortunately, due to Server FPS logging being restricted on console, I can only assume that, based on the default settings in the ServerDZ.cfg file, the server FPS warning (default set at 15) indicates a persistent server-side performance drop to as low as 15FPS. I made this observation on an unmodified Xbox server hosted through Nitrado.

As mentioned in my original post, when the server FPS reaches this point, various interactions with the game world, such as proxy interaction, physics simulations, AI, and player locomotion become unstable. Its also worth noting that during my tests I saw CPU usage holding steady at 90-95%, while the RAM usage was around 7,800MB.

I hope this provides some clarity, let me know if you need any further information.

Wow, there is SO much misinformation in the title post. I run 10 modded 127 pop servers with fps limited at 60 for months now, there is no difference other than exactly what Geez said (less CPU usage).

Yes, if you are experiencing red server performance symbol, that means the fps is lower than 15, which is very obvious for players. That can be attributed to unoptimized economy files, as well as the machine it's running on.

Gobs added a comment.Feb 2 2024, 3:01 PM

Yes, if you are experiencing red server performance symbol, that means the fps is lower than 15, which is very obvious for players. That can be attributed to unoptimized economy files, as well as the machine it's running on.

Re: the limitfps launch parameter, misinformed -- yes, possibly -- your own graph shows prolonged dips in server FPS into the 5-20 range. Are those servers hosted by Nitrado? The issue OP brings up is relevant regardless if its due to that limitFPS launch parameter, and the concern is specific to the hardware hosting console servers which are solely run by Nitrado and opaque to those renting the services. The dips in performance are common on vanilla official servers, let alone customized community ones. We don't have the option to allocate more resources on the hardware side. Even if we rent a server and further optimize the vanilla economy files without adding anything... reducing the load vs. official, there are still periods of significant instability. This probably isn't the forum to address the lack of options and Nitrado's resourcing of the console servers. That a launch parameter might be contributing to the problem might just be wishful thinking that there could be a solution in reach. Yes, we get better results hosting PC servers with other providers that do offer additional resources for a premium. However, we have a sizeable active player base on console and are hard pressed to offer them a more stable, enjoyable experience. My final words on this topic here. PEACE

Those dips are the likely result of higher memory usage from prolonged server uptime, it happens regardless of an fps limiter.

Here is an example of a 24 hour runtime of a server that doesn't quite populate as much during peak hours, resulting in a clear example of the normal "dips".

I think we agree that the problem you're having is not from the fps limit anymore. 50 pop should be a piece of cake to run a stable server on, if it isn't your economy, then it must be your hardware.

Gobs added a comment.Feb 3 2024, 7:00 PM

I think we agree that the problem you're having is not from the fps limit anymore. 50 pop should be a piece of cake to run a stable server on, if it isn't your economy, then it must be your hardware.

Agreed. Wasn't clear the implications of the limitfps parameter but I get it now. Would like the option of allocating more resources to very active servers on console but it's not a thing currently. This one runs... Okay. Have to think with greater RAM and better CPU it would handle the load... better.

I think we agree that the problem you're having is not from the fps limit anymore. 50 pop should be a piece of cake to run a stable server on, if it isn't your economy, then it must be your hardware.

Image posted in the previous message shows how Nitrado displays CPU usage.
No matter server size and pop, it will always fluctuate between 80% and 95%, even on an empty server with CE & DE turned off. Stays on high 90% after a game update, when there's a higher global servers pop , even with same configs. Server heartbeats way more common.
It is possible assume that on console there is no gameserver "hardware", but that that is a dynamically allocated pod.

Gobs added a comment.Feb 3 2024, 11:40 PM

Image posted in the previous message shows how Nitrado displays CPU usage.

Yes, and the middle chart is RAM usage, this was topped out at 5 GB on a full 50 pop, i've seen lower readings on smaller servers as low as 3 GB. For the level of activity on this full 50 pop i a small sector of the map I have to think more RAM would aid performance, if that were an option... would the server use more if it could? I've no idea

definitely need to sort your hardware situation lol{F3792919}

Gobs added a comment.Feb 4 2024, 2:51 AM

definitely need to sort your hardware situation lol{F3792919}

haha! yeah I know that's the point of the topic really, there is only one option for hosting console DayZ servers (Nitrado), and they offer no levels of performance just one size fits all. When your server really starts to croak they offer to "relocate your service to another host machine" and that's a bandaid until that "machine" starts to smoke too.