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Fall Patch and 60Hz tickrate testing - update 3

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Fall Patch and 60Hz tickrate testing - update 3

Postby EBassie » Mon 26 Oct, 2015 7:17 pm

Tomorrow, October 27th, DICE will release the long awaited Fall Patch.
This patch will bring us the new Community Map, called Operation Outbreak, as well as 28 pages of fixes and changes.

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Patchnotes

We will also start testing 60Hz tickrate for ONE WEEK on our Conquest server to see if 'our hardware' can handle it.

Please give feedback about the tickrate change in this topic.
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Re: Fall Patch and 60Hz tickrate testing

Postby EBassie » Wed 28 Oct, 2015 12:12 pm

We tried 60Hz on our CQ server for a couple of hours, but it doesn't seem to be a smooth experience.
The CPU load increases to nearly 100% all the time, causing major lag.

So for now I've reduced the tickrate to 45Hz, which seems to work fine.
But 45Hz isn't really worth the extra money (double the price per player slot) since the impact on experience is really small and Battlelog will only show this server as 'normal 30Hz'.

So, as long as our provider cannot handle servers on 60Hz, we will probably stay on 30Hz for the time being.

I will let the server run on 45Hz until the test is over (next monday).
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Re: Fall Patch and 60Hz tickrate testing

Postby VakuumKnecht » Wed 28 Oct, 2015 9:37 pm

Damn it.....
"The price of greatness is responsibility" - Winston Churchill
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Re: Fall Patch and 60Hz tickrate testing

Postby EBassie » Sun 01 Nov, 2015 6:15 pm

Turned off 45Hz because the server struggles on most of the watermaps.
Tomorrow our test will end.

At the moment we are still uncertain if we can provide you guys a solid 60Hz solution against bearable / reasonable costs.
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Re: Fall Patch and 60Hz tickrate testing - update

Postby EBassie » Wed 18 Nov, 2015 6:02 pm

Today our provider i3D moved our servers to a new dedicated server we ordered some weeks ago.

We hope this server is able to run both our BF4 servers on 60Hz, but we may have issues with the Conquest server on the watermaps. It seems some maps are using 100% CPU which will cause lag.

We are going to test this server for the next two days to see if we are able to make some adjustments in performance.

If we are unable to get a good performance out of this hardware, we will move our servers back to the original location and 30Hz until our provider offers us a stable solution.

Feel free to give feedback in this topic.
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Re: Fall Patch and 60Hz tickrate testing - update

Postby *ELAN_ONE* » Wed 18 Nov, 2015 8:12 pm

just oined Golmund on conquest...the entry was pretty laggy!

and it is still laggy...soem complaints and a !report lag was typed in chat

paracel storm much better though but still a bit laggy
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Re: Fall Patch and 60Hz tickrate testing - update

Postby EBassie » Thu 19 Nov, 2015 12:10 am

Yeah, CPU load is way too high on many maps.
We will be moving both servers back to their original locations, while I try to get our Chain Link server on 60Hz there.
Since it's not using as much CPU as the 64P CQ server.

To be continued... again... ;)
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Re: Fall Patch and 60Hz tickrate testing - update

Postby EBassie » Fri 20 Nov, 2015 6:25 pm

Final update (for now)... ;)

We have seen that the dedicated hardware still isn't powerful enough to do 64 players on 60Hz on all maps, while our Chain Link with 48 players was doing really great on the same machine.

So, both our servers have been moved back to their original location since this morning.

At this time our provider cannot offer us better hardware against reasonable costs, so running our CQ server on 60Hz will not happen any time soon. Unless the coming winter patch (which is only a few weeks from now) makes a huge leap forward in CPU optimization, but I doubt that.

The good news is that our Chain Link server will stay on 60Hz, since 48 players on 60Hz is kinda behaving like 64 players on 30Hz.

So the hardware can handle this just fine.
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