Resolved for 1.24 stable.
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Feb 6 2024
Hello Mezcil.
This seems like an issue on your network as it is unable to communicate with the server properly.
Feb 5 2024
I love this idea; I had a player base big box, and it was causing lag in that area. It would help a lot of servers if this was implemented.
The same problem
@Geez Any idea if this got tested?
It actually sounds closely like an SK 59/66
From about 3pm to 12pm every server I play on is very laggy with huge delays with everything from bullet hits to opening doors. This has been very consistent for a long time now. This makes the game unplayable because I don't want to get into any fights with players or zombies.. I love the added content with every update but if I could give it all up for the best performance, I would. Being the competitive nature of the game, DayZ has a huge demand for smooth gameplay and fairness. It's devastating to have spent hours building up a character, getting into a shoot-out and not having shots register, doors not responding when you need cover, zombies glitching all over the place, guns having a delay on reloads etc.
I love this game. But it's a huge hassle having to situate my play time in the early mornings or the graveyard hours.
There must be something the devs can do to balance the servers more during times of high traffic? I feel like the game is only getting more popular so I suspect this is only going to get worse.
Feb 4 2024
In T178800#2562791, @designful wrote:definitely need to sort your hardware situation lol{F3792919}
definitely need to sort your hardware situation lol{F3792919}
Feb 3 2024
Image posted in the previous message shows how Nitrado displays CPU usage.
In T178800#2562728, @designful wrote: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.
In T178800#2562728, @designful wrote: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.
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.
Those dips are the likely result of higher memory usage from prolonged server uptime, it happens regardless of an fps limiter.
Feb 2 2024
Hello MyrthGraal.
Just to check that we understand correctly. Is the issue that you are in first person view and upon dying and respawning you are in third person view? If so, can you still reproduce the issue? And could it be server specific?
Hello JoeGrizzly234.
Currently we lack infrastructure to implement this.
Regards,
Geez
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).
@XMC_Cross doesn't help official servers or servers that only use handheld controller. These servers need an actual hood slot on the inventory screen.
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.
No, same issue
+1 please add option to attach hood
IF it's a keyboard and mouse server, you can attach the hood my placing the hood in the inventory of the Humvee, then dragging the hood to the name of the inventory category and it will be attached to the Humvee.
Feb 1 2024
Submitted player id for deletion to dayz.com
Still a problem on PS5...
Jan 31 2024
Tickrate is not directly tied to server FPS as long as they are above 30 FPS.
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.
In T178800#2561763, @Gobs wrote:In T178800#2561762, @Geez wrote: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.
In T178800#2561762, @Geez wrote: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.
The function OP referenced appears to limit FPS / tick rate server side.
In T178800#2561736, @Geez wrote:In T178800#2561734, @Gobs wrote: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
In T178800#2561736, @Geez wrote:In T178800#2561734, @Gobs wrote: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
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.
In T178800#2561734, @Gobs wrote: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.
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.
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.
@Geez Is this resolved for 1.24 experimental?
In T178253#2561265, @Geez wrote:Any new developments on your end?
Jan 30 2024
Any new developments on your end?
if ( identity ) // return partial message even if it fails to fetch identity { //return "Player \"" + "Unknown/Dead Entity" + "\" (id=" + "Unknown" + " pos=<" + m_PosArray[0] + ", " + m_PosArray[1] + ", " + m_PosArray[2] + ">)"; m_PlayerName = "\"" + identity.GetName() + "\""; m_Pid = identity.GetId(); } else { m_PlayerName = player.GetCachedName(); // should be "\"" + player.GetCachedName() + "\"" m_Pid = player.GetCachedID(); }
in pluginadminlog.c the quotes are missing in the else statement when getting the cachedname
are there any news regarding this?
Also shows the other issue that some flag names are displayed as Flag_Base
Jan 29 2024
It would be great if we could upload files(bans/whitelist) using FTP because the API still gives errors (like 500/502/504) from time to time, although not as often as before. Having the option to upload files this way would be a good backup plan for when other things go wrong. I know it's a big request, but I've been running servers for over 7 years, and dealing with troublemakers has always been a challenge. The recent issues with the Nitrado API have only made it harder. I hope you can consider this feedback.
I have this issue at times as well, with servers with little or no activity see the log example below
any update?
Jan 28 2024
Oh OK i get it thanks mate. I'm sure it never was like that.. only problem is that nobody plays 1pp offical