[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.