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 Client performance laggy

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tichfuie
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PostSubject: Client performance laggy   Tue 12 Feb - 11:06

ok, now that my setup is now working on my dev machine.

been playing with sampleworld, but....
client seems to be a little resource intensive than any other game client outhere.

in sampleworld and even on the small instance space from sampleworld my client getsa max of 37 fps, then if i want to open other client to test 2 players in same world the fps drops to 7 fps, very bad and laggy performance.


is this is normal for multiverse client? resource hungry? or something is not right setup with my client.

my dev machine is powerful enough to run a couple of GW2 client instances in high res settings with more than 60 fps per client on this same machine.


I even adjusted the multiverse client video settings to lowest, disable vsynch and still the same laggy in single client, with 37 fps and client still lags and game play feels choppy.
then if i start other client instance fps drops badly to 7 fps on each client.




has anyone experience this? or there is something not setup correctly on the client from my end?

thanks
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Delurin
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PostSubject: Re: Client performance laggy   Wed 13 Feb - 1:15

are you running the server on the same machine? I am working on updating to the most recent version of the rendering engine but it is a long process. I am not sure that changing the video settings makes any difference with the sampleworld assets.
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tichfuie
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PostSubject: Re: Client performance laggy   Wed 13 Feb - 1:31

yup, running the server on same machine,

but the weird thing about client is that when 1 client instance is running the fps is around 37 to 40.

but then i open other client instance on same machine and the fps from second instance drops to 7 fps, the initial first client instance fps wont change much it stays at 25 to 30 fps , but second client fps is at 7 fps..


what i am trying to do is test a few clients inworls, to check game performance but looks like running 2 clients on same machine wont cut it, even if machine is powered enough to run it.


now , been looking at wiki an found some test clients scripts (bots)_ to stress testing server, but missing files in repo.
http://www.multiversemmo.com/site/w/index.php/Server_Scalability_Testing

Scripts

Two scripts are used to perform load testing:

mv-home/bin/simpleclient.sh
mv-home/bin/multisimple.sh

they dont exist.in repo.

unless this feature is not working or enabled?


BTW is there any Multiverse network load stress testing and or average bandwidth consumption per ccu whitepaper doc info?
as of max ccu a server could handle etc... i know it all depends on many factors as hardware, game design etc.. but any info about it or stress load testing docs?
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Delurin
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PostSubject: Re: Client performance laggy   Wed 13 Feb - 2:08

you could try putting in the commandline parameter --frames_between_sleeps 5 (you might need to change the number) it tells the client to take a pause every 5 frames and lets the server/ other client do some work. The main problem is that the server is rather resource intensive and very multithreaded so it will spread itself on all of the cpu's.

I do not know of any load stress testing other than what was listed on the page. I know that on our servers it is about 3kBps per user and we havent had a problem with 20 or so ccu as reference we have 100+ instances with around 55000 objects and 2000 or so mobs all running on one server with no slowdown and players on the other side of the world have no trouble playing from this server. But we have not had a chance to do a large scale network test but to be honest I am more worried about or network infrastructure than I am about the network programming.

I believe the scripts you are looking for are now in mv_home/depricated/bin/
I do not know what there status is you will probably need to modify them to get the working with the open source version of multiverse
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tichfuie
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 6:59

Thank you,

3 kbps per user is not that bad at all, since pretty much most of mmo games outhere use mostly 9 kbps minimum and higher bandwidth per user, so 3 kbps is relatively cheap bandwidth consumption.

Got a few questions:

- when you mentioned 20 ccu max in you game, do you mean that after 20 ccu the server instance will crash or max ccu that can handle?? or that is the max ccu you have experienced in your dev test without any issues?

- I have been searching all over the net about multiverse server networking backend reviews, but havent found a single one at all, looks like there are not reviews at all of the engine. do you know of any?


- you mentioned you are working on updating the axiom client to latest, is it thee one on the branch axiom v 0.8 from MV svn? is so, what new improvements will this update bring to the engine?

I am not that good with MV yet, but if i can be of any help to speedup the update let me know.



- looks like the multiverse community is pretty much idle, do not see much action in the forum, is it been like this all the time? or devs just lost interest on it and moved on to other engine?


- whats the name of your project? is it on alpha, beta or already a release, would like to hear more from it what features you have implemented is it rpg, fps, rts? etc...


thanks
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Delurin
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 7:09

That is the most that we have had on at once.

I do not know of any reviews.

The main thing that I am working on is trying to fix an instance memory issue which at least the most recent version of Axiom has some disposal functions built into I do not yet know if there will be a performance increase. I am hoping there will be but until it is finished I wont know.

I am not sure why the forums are quiet...I have been busy first with a small scale private beta and now with this update.
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tichfuie
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 7:50

thanks for the info,


well, I guess i need to get my feet wet now to start learning about MV, so far looks good, got a working server on both win and linux got both client and server to compile ok, server with eclipse and client with VS2010, and hoping the new client axiom update will improve performance.

- BTW any ETA on the update, is it gonna be withing the next 6 months or is it a long term update?

- another thing, on the server source, the wiki only walks you thru the mars build instructions which is for the game play plugins, but is there any instructions on the multiverse server build? ie: multiverse.jar and the injected.jar?



other than that, was only concern about the server networking backend, trying to find out if it can handle a small to medium scale user base rpg game, ie: 500 to 1k ccu, hoping this can be achieved easily with MV by instancing or hardware scalability ec....


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Delurin
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 7:59

Not sure how long the update is going to take. In particular not sure how long it will take for me to get it working for everyone and not just locally.

Modifying the multiverse.jar is basically the same as the mars.jar but I dont remember what all I did to set it up. The only real difficulty as I recall is if you modify something that is modified by the injected.jar...I know I just went through and added all of the stuff that was injected into the source.

I doubt you will have much of a problem with a small to medium scale rpg you may need to have pretty good hardware but other than that is should be fine. Eventually I need to figure out a good way to separate the instances so that they can run on different physical servers but I havent needed to do it yet.
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tichfuie
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 8:51

thanks, well,

regarding the server build,

So far we know if we want to build mars.jar just to uncheck all project folders but mars and export to mars.jar

but that leaves in src folder:
example
management
msgsys
networktests
scripts
server
simpleclient
testclient
webaps


now to build the injected.jar which folder or folders to select while export?
and same to multiverse.jar do you know which folders or folder to include in the export?

will appreciate if you can elaborate a little bit more if you can please.

thanks in advanced

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Delurin
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 9:07

I am not sure how the injected.jar was created it looks like it probably was done outside of eclipse and probably was computer generated.

I dont thinke ou need networktest, simpleclient, testclient or webaps
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Delurin
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 9:10

It looks like maybe it was done by running performinjection.sh but I am not sure
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tichfuie
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PostSubject: Re: Client performance laggy   Thu 14 Feb - 9:35

ok, so for the multiverse.jar will be?:

management
msgsys
scripts
server


have you tried this before, or just guessing as myself?
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Delurin
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PostSubject: Re: Client performance laggy   Fri 15 Feb - 9:01

Yes I have built from source...I just dont recall the exact process I took to handle the injection.jar...I think as I updated a file I deleted the injection version from injection.jar
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PostSubject: Re: Client performance laggy   Sat 16 Feb - 2:11

so, we know the mars.jar handles the game logic and the multiverse.jar handles the actual
multiverse server core, but
what exactly does injector.jar does? like a helper between the client and server?

i guess will need to do some reverse engineering to those 2 jars to find out exactly the files contents
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Delurin
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PostSubject: Re: Client performance laggy   Sat 16 Feb - 2:19

injection.jar injects some marshalling functions to some of the classes (and I believe it has them inherit a marshalling class)
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PostSubject: Re: Client performance laggy   Tue 9 Apr - 6:35

ok, getting back to the laggy deal.



looks that the issue is the terrain tiling,

testing indicate that.


on an empty scene, i get 100 fps so that will be enough to not log at all.
but client still feels lagging.

then noticed that this happens when the terrain tiles loads and unload as you move around.

one way to tell is move your camera in orbit while ingame just use your turn right or left input keys
let the character rotate that is camera orbiting and you will notice jerking movements, ie: not smooth orbiting, feels like it gets stucked in a fraction of a sec and the continues orbiting

so i assume is due of the terrain loading and unloading the tiles.



any1 else experience this?
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