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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Discovery RP server question.

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Discovery RP server question.
Offline majkp
10-31-2008, 10:24 AM,
#11
Member
Posts: 1,437
Threads: 133
Joined: Aug 2006

Blodo is right, even 10Mbit network card would do fine, check the bandwidth usage:
http://gate.hcn.cz/graphs/queue/discovery/

The problem is mostly in long distances of players connecting to the server. Players with lousy connections also affect all nearby players with a good connection. If all players were connecting from the same city server is located in, you would see much less lag.

And then CPU not having as high frequency as we would need. Flserver is not programmed to take advantage of multi-core CPUs, so what we would need is a single-core CPU running at 10GHz. If you see it sold somewhere, contact me...:)
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Offline Rpgdudester
10-31-2008, 01:29 PM,
#12
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Posts: 58
Threads: 6
Joined: Mar 2008

' Wrote:Blodo is right, even 10Mbit network card would do fine, check the bandwidth usage:
http://gate.hcn.cz/graphs/queue/discovery/

The problem is mostly in long distances of players connecting to the server. Players with lousy connections also affect all nearby players with a good connection. If all players were connecting from the same city server is located in, you would see much less lag.

And then CPU not having as high frequency as we would need. Flserver is not programmed to take advantage of multi-core CPUs, so what we would need is a single-core CPU running at 10GHz. If you see it sold somewhere, contact me...:)


unless MS can come up with a way to make FLserver multi-core...able:Pthere's never gonna be a 10 GHz single core, cause we're moving into the duo core processor timeframe now. :-P but yeah, I understand. and i checked the bandwidth, and the closest we've gotten is 3Mb/s which isn't bad for the flux of players we have playing:)if I could program, I would write up a program the FLserver, but since I can't.. I won't:P

Thanks for the response everyone:)

Josh
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Offline Seth Karlo
10-31-2008, 03:00 PM,
#13
Member
Posts: 2,985
Threads: 141
Joined: Apr 2008

Hmm, is there any way to link multiple servers?

I ask becuase I have one here in England that is easily powerful enough to take care of this...

[Image: SethSig.png]
Signature by Sleipnir.
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Offline gekerd
10-31-2008, 05:16 PM,
#14
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Posts: 279
Threads: 12
Joined: Oct 2007

maybe get it watercooled and overclock it as far as you can:D

[Image: Gekerd1.png]
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Offline Boss
10-31-2008, 05:43 PM,
#15
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

' Wrote:Thing is, it's not an issue with bandwidth as far as I am aware. 4mbits is more than enough to host a server for 200 players, but the problem is with the server handling them all. FLServer is not multithreaded, yet still pretty processor heavy, so multiple cores don't benefit it at all. So basically what your FL reports as connection lag may be actual connection lag, or it may be the server being choked by a cheater or a massive influx of peeps. Not much can be done to help that though..


STOCK FLServer.

The one we use got a bit of a boost, a while back they said it was using 100% of one and about 15% of the second.

Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
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Offline Rpgdudester
11-06-2008, 02:23 PM,
#16
Member
Posts: 58
Threads: 6
Joined: Mar 2008

I have a question, is there a way, without the source code, to be able to double link the FLserver? as in me hosting one from OKC, and somehow connecting my FLserver file up to the main one so if people connect to mine, they really connect to the main one, so the lag will be down?
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