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Client performance bottlenecked by Server performance (simple solution)
Reviewed, NormalPublic

Description

If I'm not mistaken, client performance is dependent on the servers internal update rate.

It would be very useful if the server browser list also revealed server performance in addition to ping/playernumber/etc.

Details

Legacy ID
1310571527
Severity
Feature
Resolution
Open
Reproducibility
Always
Category
Performance

Event Timeline

integ3r edited Steps To Reproduce. (Show Details)Mar 8 2013, 8:45 PM
integ3r edited Additional Information. (Show Details)
integ3r set Category to Performance.
integ3r set Reproducibility to Always.
integ3r set Severity to Feature.
integ3r set Resolution to Open.
integ3r set Legacy ID to 1310571527.May 7 2016, 11:48 AM
Bohemia added a subscriber: Dwarden.Mar 8 2013, 8:45 PM

This is a good idea. If we could see server fps in server browser we could steer away from bog down servers and not exaserbate the problem anymore.

Ohh yeah. Damn fine idea!

sik added a subscriber: sik.May 7 2016, 11:48 AM
sik added a comment.Sep 19 2013, 2:24 AM

There should be an addition to the server browser which shows server hardware performance and server internet connection performance (bandwidth, as ping is not everything).
So when somebody starts up a (dedicated) server a short bechmark should be run and the result should be visible in the server browser for everyone.
You also should be able to filter out low power servers with filters. That way shitty servers won't get any attention and go offline.
Now it is very frustrating for new players as they think it is the game that is horribly optimized and not the low specs servers run by some users.

Well, the game isn't optimized well, but for MP it's definitely the server.

honestly only usable shared information would be "average server FPS" ...

@Dwarden sounds like a plan!