Author Topic: 0.3.1 and Debug Servers  (Read 2416 times)

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Offline KingLeerUK

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0.3.1 and Debug Servers
« on: June 24, 2010, 07:27:41 PM »
Included with the release of 0.3.1 was some MWLL specific code allowing us to configure specific servers for additional debug logging output.  We have setup the following servers to have this configuration in an effort to track down the ellusive server crash:
 
- A.I. Debug Server
- MWLL Debug Server
 
If you see either of these servers up, please make them a priority choice when choosing to join a server.  The objective is the make them crash as much as possible to generate the data that we need.
 
Crash for science!
 
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Offline (TLL)CapperDeluxe

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Re: 0.3.1 and Debug Servers
« Reply #1 on: June 24, 2010, 08:02:10 PM »
For those of you worried about their being unplayable on these debug servers, don't be!  I played a game on the Debug server last night with about 18 people battling it out on Mirage and had very comparable performance to non-debug servers and no crashes in the 3 maps I played on sequentially. Also if they report their ping as N/A don't be alarmed, it may still be playable!

Offline [MPB]OM_Sannyasi

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Re: 0.3.1 and Debug Servers
« Reply #2 on: June 24, 2010, 08:17:27 PM »
yup- comes off as NA for me but still plays like a 60 ping server for me


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Offline Deathbane

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Re: 0.3.1 and Debug Servers
« Reply #3 on: June 24, 2010, 08:17:59 PM »
For those of you worried about their being unplayable on these debug servers, don't be!  I played a game on the Debug server last night with about 18 people battling it out on Mirage and had very comparable performance to non-debug servers and no crashes in the 3 maps I played on sequentially. Also if they report their ping as N/A don't be alarmed, it may still be playable!

It is still playable. Its just a port issue. Me and the CJW guys will attempt to keep this populated as often as possible.


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Offline Aidan

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Re: 0.3.1 and Debug Servers
« Reply #4 on: June 24, 2010, 09:05:05 PM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.


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Offline (TLL)CapperDeluxe

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Re: 0.3.1 and Debug Servers
« Reply #5 on: June 24, 2010, 09:35:56 PM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.


I would guess US somewhere since my ping is usually 60 or less maybe, but the FPS problem has more to do with the number of players engaging in combat and based on the map the threshold when reached can make performance sluggish.  For instance when i was playing with 16 or less total player on Mirage it was perfection more or less at around 40-50 FPS.  But when it cycled around to Clearcut and I think had gone up to 22 or 24 players, it was like 15 FPS.

Offline Ingrater

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Re: 0.3.1 and Debug Servers
« Reply #6 on: June 24, 2010, 10:02:45 PM »
The A.I. Debug Server "A.I. Debug (150 team tickets)" is located in germany.
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Offline Unearthly

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Re: 0.3.1 and Debug Servers
« Reply #7 on: June 24, 2010, 11:16:18 PM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.

MWLL Debug Server is located in the northeast US (MA). Logging should only impacts server frame performance, and even then from what I've seen the server has no problem keeping full FPS. If the server is running slowly your client may see everything warping, but it would not affect your client FPS.

Offline Aidan

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Re: 0.3.1 and Debug Servers
« Reply #8 on: June 24, 2010, 11:33:24 PM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.

MWLL Debug Server is located in the northeast US (MA). Logging should only impacts server frame performance, and even then from what I've seen the server has no problem keeping full FPS. If the server is running slowly your client may see everything warping, but it would not affect your client FPS.

Ok so I will check my video settings once again. But what you are saying is that a Core i7 with 6GB of DDR3, a 40Mbps download rate and an ATI HD 5970 can only manage 9 to 12 FPS at times in the MWLL Mod. I say there is some problem somewhere with the MWLL Mod and it is NOT mostly my client ! This seems to mostly happen on SA_Marshes.
« Last Edit: June 25, 2010, 01:30:42 AM by Aidan »


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Offline SquareSphere }12thVR{

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Re: 0.3.1 and Debug Servers
« Reply #9 on: June 25, 2010, 12:01:30 AM »
I say it's something with your settings, i'm on a Core Duo 2 3GHz, 4 gigs of 1066 ddr 2, nvidia 8800gt 512 MB and 10 Mbps download rate and i get ~22-26FPS
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Offline Deathbane

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Re: 0.3.1 and Debug Servers
« Reply #10 on: June 25, 2010, 12:19:09 AM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.

MWLL Debug Server is located in the northeast US (MA). Logging should only impacts server frame performance, and even then from what I've seen the server has no problem keeping full FPS. If the server is running slowly your client may see everything warping, but it would not affect your client FPS.

Ok so I will check my video settings once again. But what you are saying is that a Core i7 with 6GB of DDR3, a 40Mbps download rate and an ATI HD 5970 can only manage 9 to 15 FPS at times in the MWLL Mod. I say there is some problem somewhere with the MWLL Mod and it is NOT mostly my client ! This seems to mostly happen on SA_Marshes.

Same here aidan. Its not your hardware, something else is causing it, like i said before.

Im not trying to be arsey, its just i get higher with a much less powerful rig than that. I can pull 30 fps on marshes on average on high with the new release.


"Arguing about battlemechs off the field of battle is like arguing as a spheroid, even if you win, you're still a freebirth!"

'It's too bad they don't have a "Report to Mother button", I bet you'd be slapping that one twenty-four-seven so she'd come dry your tears when your own idiocy leads you to failure in a game on the internet.' - dimachaerus

New idea- would I be able to use an external hard drive to add RAM and/or improve gigahertz?

Offline Aidan

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Re: 0.3.1 and Debug Servers
« Reply #11 on: June 25, 2010, 01:30:04 AM »
Geographically speaking, where is the MWLL Debug server? I am wondering if the very low FPS I am experiencing on SA_Marshes is due to this logging, mech vehicles, and/or map details. Or maybe a combination of all of these. When my rig slows to 9 to 10 FPS, something is definitely to excessive.

MWLL Debug Server is located in the northeast US (MA). Logging should only impacts server frame performance, and even then from what I've seen the server has no problem keeping full FPS. If the server is running slowly your client may see everything warping, but it would not affect your client FPS.



Ok so I will check my video settings once again. But what you are saying is that a Core i7 with 6GB of DDR3, a 40Mbps download rate and an ATI HD 5970 can only manage 9 to 15 FPS at times in the MWLL Mod. I say there is some problem somewhere with the MWLL Mod and it is NOT mostly my client ! This seems to mostly happen on SA_Marshes.

Same here aidan. Its not your hardware, something else is causing it, like i said before.

Im not trying to be arsey, its just i get higher with a much less powerful rig than that. I can pull 30 fps on marshes on average on high with the new release.

OK so you are claiming 30 FPS on average on your rig. So an average is made up of many values over the course of a battle. Please provide your data to substantiate your FPS claim.

I am not claiming my FPS is 9 to 12 FPS on average. I am saying there are times in certain areas of SA_Marshes when there is a lot of what I call "churn and burn" brawling with multiple mechs in Close Quarters Combat aka CQC. Unless there are some glaring errors in my system configuration, my rig should be able to maintain a high FPS even through those intense battle sequences.

I make these points because when I run Battlefield Bad Company 2 connected to a full 32 player server and at 1920x1200 and 4 times AA, the game runs as smooth as a baby's butt and it looks beautiful !!!


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Offline BlueT

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Re: 0.3.1 and Debug Servers
« Reply #12 on: June 25, 2010, 04:18:29 AM »
Crysis Code is messed up......has been.
I hope they port to Wars or Cryengine 3.
Among codeheads this is well known.
Other recent games pass up original Crysis by far now and run smooth as silk.
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Offline Unearthly

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Re: 0.3.1 and Debug Servers
« Reply #13 on: June 25, 2010, 04:34:35 AM »
OK so you are claiming 30 FPS on average on your rig. So an average is made up of many values over the course of a battle. Please provide your data to substantiate your FPS claim.

I am not claiming my FPS is 9 to 12 FPS on average. I am saying there are times in certain areas of SA_Marshes when there is a lot of what I call "churn and burn" brawling with multiple mechs in Close Quarters Combat aka CQC. Unless there are some glaring errors in my system configuration, my rig should be able to maintain a high FPS even through those intense battle sequences.

I make these points because when I run Battlefield Bad Company 2 connected to a full 32 player server and at 1920x1200 and 4 times AA, the game runs as smooth as a baby's butt and it looks beautiful !!!

One thing you can do is try using the Crysis profile commands to see what is using the most frame time. Type 'profile 6' into your console when you are getting really low frames and see if one particular area is high. If you see that post it on the forums (along with what was going on in the game at the time) and it might help us get an idea of what is going on.

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Re: 0.3.1 and Debug Servers
« Reply #14 on: June 25, 2010, 10:26:46 AM »
Ok so I will check my video settings once again. But what you are saying is that a Core i7 with 6GB of DDR3, a 40Mbps download rate and an ATI HD 5970 can only manage 9 to 12 FPS at times in the MWLL Mod. I say there is some problem somewhere with the MWLL Mod and it is NOT mostly my client ! This seems to mostly happen on SA_Marshes.
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I have i7, 2GB RAM, GF 260 GTX (or was it GTS?) and run ~60FPS on very high details on Marshes.
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