Mordhau
 Fassan
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  • Date joined 3 May
  • Last seen 6 May

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5 0
  • 4 May
 Fassan

@Kaervan said:

@Fassan said:

@Kaervan said:

@Fassan said:

@ExCTyrdlu said:
@Fassan
My 22 player server running on 1x 2.095GHz, 2GB RAM, 20GB SSD 100/100 Mbps, tickrate is 60. I haven't problem with overload/lags on full server.

This is my cpu load on 16 player:

But I am running at 120 tickrate, is that overkill?
When I was running 32 players sometimes I got small lags and the cpu then spiked for like a minute.

A dev confirmed in another thread that the server only requires one core. The official servers are quad core ~4ghz systems running one server per core. The deciding factors for a good experience are

CPU speed - player count dependent on core speed
Bandwidth - need sufficient throughput for player count

Your tickrate will have a direct impact on both of these. Your server is receiving data from all the clients for what they are doing, and sending the data for what everyone is doing to everyone. The tickrate is the rate that the client updates are received and sent. A higher tickrate means that the client will send that many updates to the server per second, and your server will send those updates to clients. This will drive more cpu load for processing and more bandwidth usage (PPS, BPS).

To compare, I'm running a 32 player server on a 2.1ghz CPU at a tickrate of 60, and haven't heard any complaints. Here's a clip of my server load while it was full yesterday:

Thanks alot for the detailed information :).

I have plenty of bandwidth and am running on xeon 2.5 ghz.
I am now running on 90 tickrate just to see if the intermittent lags are gone.
It worked very good before on 120 tickrate but once in a while I had lags spikes and the cpu was at 98.5 % for a few mins.

Are you running virtual or physical?

Have you tested 60 vs 90 vs 120 tickrate in terms of the player experience?

Trying to find the sweet spot for player experience vs server load.

I haven't done any testing above 60 tickrate. With the increased packets per second, I probably wouldn't go over 60 for an internet server because all the routing devices between the player's computer and my server are potential points of failure, where failure here is anything from dropping packets to causing higher latency due to congestion. If I I was in a country where gigabit fiber internet was the standard, I would probably go to 90 or 120. Also, LAN servers should have no problem with higher tickrates provided the server has enough compute to process the information

I live in Sweden and me and my friends have gigabit internet :D

5 0
  • 4 May
 Fassan

@Kaervan said:

@Fassan said:

@ExCTyrdlu said:
@Fassan
My 22 player server running on 1x 2.095GHz, 2GB RAM, 20GB SSD 100/100 Mbps, tickrate is 60. I haven't problem with overload/lags on full server.

bandwidth.PNG

This is my cpu load on 16 player:

mordhau2.PNG

But I am running at 120 tickrate, is that overkill?
When I was running 32 players sometimes I got small lags and the cpu then spiked for like a minute.

A dev confirmed in another thread that the server only requires one core. The official servers are quad core ~4ghz systems running one server per core. The deciding factors for a good experience are

CPU speed - player count dependent on core speed
Bandwidth - need sufficient throughput for player count

Your tickrate will have a direct impact on both of these. Your server is receiving data from all the clients for what they are doing, and sending the data for what everyone is doing to everyone. The tickrate is the rate that the client updates are received and sent. A higher tickrate means that the client will send that many updates to the server per second, and your server will send those updates to clients. This will drive more cpu load for processing and more bandwidth usage (PPS, BPS).

To compare, I'm running a 32 player server on a 2.1ghz CPU at a tickrate of 60, and haven't heard any complaints. Here's a clip of my server load while it was full yesterday:
mordhau.png

Thanks alot for the detailed information :).

I have plenty of bandwidth and am running on xeon 2.5 ghz.
I am now running on 90 tickrate just to see if the intermittent lags are gone.
It worked very good before on 120 tickrate but once in a while I had lags spikes and the cpu was at 98.5 % for a few mins.

Are you running virtual or physical?

Have you tested 60 vs 90 vs 120 tickrate in terms of the player experience?

Trying to find the sweet spot for player experience vs server load.

5 0
  • 3 May
 Fassan

@ExCTyrdlu said:
@Fassan
My 22 player server running on 1x 2.095GHz, 2GB RAM, 20GB SSD 100/100 Mbps, tickrate is 60. I haven't problem with overload/lags on full server.

bandwidth.PNG

This is my cpu load on 16 player:

mordhau2.PNG

But I am running at 120 tickrate, is that overkill?
When I was running 32 players sometimes I got small lags and the cpu then spiked for like a minute.

5 0
  • 3 May
 Fassan

@ExCTyrdlu said:
I created start script for systemd with on failure restart and update validate

Systemd unit

sudo cat > /etc/systemd/system/mordhau.service <<EOL
[Unit]
Description=Mordhau Server
Requires=network.target local-fs.target
After=network.target local-fs.target

[Service]
Type=simple
Restart=on-failure
RestartSec=5
StartLimitInterval=60s
StartLimitBurst=3
User=steam
Group=steam
ExecStartPre=/home/steam/Steam/steamcmd.sh +login anonymous +runscript /home/steam/Steam/update_mordhau.txt
ExecStart=/home/steam/Steam/mordhau/Mordhau/Binaries/Linux/MordhauServer-Linux-Shipping Mordhau
ExecStop=/bin/kill -SIGINT $MAINPID

[Install]
WantedBy=multi-user.target
EOL

Installation

sudo systemctl enable mordhau.service

sudo systemctl start mordhau.service

it replaces the original startup script you can only use this one.

Thnx it works great!
Can you share how you specced your server and tickrate bandwidth usage etc?

5 0
 Fassan

@TRRBen said:

@Khalimerot said:
Hi,

doest anybody know how i can change the port mordhau is listening?

I already have multiple unreal engine games server running, and default port seems to use the sames one.

Thank you.

Did you figure this out?

+1
I have several servers and gigabit internet but only 1 IP so very interested in this.

Also if there are any best practices or recomendations in tickrate + number of player slots / cpu core + ram ?