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Ceseuron
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I'm not holding my breath for a response or even acknowledgement from Bohemia on any of the issues I've posted so I'm just advising my players that we'll just have to deal with the vehicle desyncs and instability, chalking it up to lack of developer competence and refusal to acknowledge or address these issues. As it's just a small, trusted group of us playing in a PVE scenario, I've basically tried to mod around some of the problems (e.g. disabling all vehicle damage so my players don't get assassinated by their Sarkas) and just doing what I can from an admin perspective to refund losses and get folks unstuck from their predicaments as they arise while steering other members of our clan clear of the game entirely if they aren't prepared to accept that they're going to be purchasing a product that is effectively broken out of the box. It's the same issue of prioritization that plagues every software development company, from games to business applications. If you can dazzle your customers with new features they probably don't even need then it's better to focus all your development efforts on that and just hope all the shiny, sparkly bits you're touting with every new release can hide the underlying issues and keep your customers distracted. Fixing bugs, improving your existing codebase, and releasing maintenance updates to correct glaring issues with your product that don't add any new features isn't nearly as glamorous. I'm also very curious how Bohemia expects these new "dynamic events" in 1.18 to pan out when they haven't even implemented proper multithreading within the server daemon itself. All the simulation for physics calculation, player positions, and vehicles is server-authoritative and they're already flogging a single core pretty hard as it is. Adding even more work of dynamic events without bothering to utilize more cores on the server seems a recipe for more failure.
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More new features and toys are great, but how will this update help address many issues private, unofficial server administrators are experiencing? What is Bohemia Interactive doing to work on this and how does this update help us? Specifically I'd like to know what Bohemia Interactive is planning on doing regarding the following: The DayZ server daemon is not properly multi-threaded and does not take full advantage of multi-core processors, resulting in abysmal tick rates the higher the server population goes. I have a dual Intel Xeon 6 core server with 196GB RAM and 3.2TB of PCI-E enterprise storage and I get better tick rates running the daemon on a desktop box with a slightly newer CPU because of a higher single-core performance. Multi-threading is not a new technology and I'll admit I'm somewhat baffled by the lack of this very basic concept in the architecture of the DayZ server daemon. The DayZ server daemon tends to freak out whenever someone is connecting to the server or when someone's game client crashes (access violations, heap corruption, etc..), or when you approach an area populated with player bases. This manifests as terrible desynchronization for players that are still online. Vehicles will start jumping around and clipping through the map, in some cases completely falling through the map and are lost. At some point, I think server side vehicle implementation may have been an idea thought up to counter hackers on official servers, but for those of us server admins who are actively playing or (in my case) simply providing a sandbox for a select few, trusted players to explore and have fun in, we should be given the choice to have client-side authoritative vehicles. At this point, a single Sarka is more deadly than a horde of zombies. I'm directly connected via hardwired Gigabit ethernet to the actual server and I get desynchronizations and will even get kicked for "unstable connection". DayZ has a problem respecting UDP packet size as it relates to Maximum Transmittable Unit (MTU). I've seen more than a few UDP packets being fragmented because the DayZ daemon is chunking out UDP packets larger than 1500. In the world of UDP datagrams, there is no re-transmit of packets that are fragmented, they are simply thrown out.This is especially noticeable when people are crashing or are connecting to the server and this even happens to me when I'm directly connected via hardwired Gigabit ethernet to the same LAN as the server. We really need a stable, GA release of the Linux daemon for DayZ. It should not be locked up behind the "experimental" branch anymore. Windows is a terrible OS for anything server related. Hell, even Microsoft doesn't use their own OS for a lot of their hosted services. I don't want to have to run Windows just to run DayZ and I should not be forced to use DayZ Experimental just to run a Linux daemon. The DayZ server dameon and workshop items for DayZ should be able to be downloaded with steamcmd using anonymous login. It's dumb to require an actual account with DayZ purchased to download the binaries from Steam using steamcmd. People who haven't bought the game aren't going to be downloading the server daemon and this requirement effectively blocks attempts to automate the installation and maintenance of DayZ, especially for people who are using SteamGuard on their accounts. I should not have to create a secondary Steam account and buy something of $10 or more just to be able to automate DayZ server maintenance. Implementing workshop items (mods, etc...) is a needlessly complex process consisting of a significant number of manual steps. I run an ARK: Survival Evolved server as well, on Linux, and all I have to do here is to deploy with arkmanager and give it a CSV list of Steam mod IDs to deploy. It takes me mere moments to update mods for ARK. I've even automated the entire process of ARK deployment with Ansible. I can't do anything of the sort with DayZ Server. I know this will probably go largely unanswered or just outright ignored, but in the event this post somehow gets noticed and the planets have aligned in just the right position as to merit a response from Bohemia, I'd like to see a detailed response to each of the bullet points above. Preferably something more than just a simple "We're working on it" with no actual details on what's being done and no approximate time frames we can expect to see them addressed or even acknowledged. Because while we're having fun playing the game, I'm actively steering additional members of my clan from jumping into the DayZ pool and buying the game until there's a Steam sale where they can pick the game up for cheap, simply because of the problems above.
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I'm hosting a private server for a few friends to goof off on. At most, there's probably a dozen of us playing, as the server is intended to be private for our personal enjoyment. I initially started hosting it on my VMware host but performance was bad. Reading around online, I found that running ARMA based games on VM hosts usually doesn't work out well, so I dug through all my hardware laying around and built a server specifically to run DayZ. Specs are: CPU: Core i7-6950X RAM: 32GB DDR4 Disk: 1TB M.2 PCIe SSD Network Card: Intel Pro/1000PT dual port adapter OS: Windows 2012R2 Yes, I know the OS is old. No, I'm not "upgrading" to a newer edition of Microsoft's clusterf*** of a server operating system and 2012R2 is the only OS I have a license for from my MSDN days. If I could get DayZ SA to run on Linux without being forced to use some cheese "experimental" branch of DayZ, I would. I'm having a range of issues and all my research either points to server configuration settings that do nothing to improve the situation, or have no meaningful effect on the problem. Issues thus far are: Wildly fluctuating tick rate on the server. At idle, with zero players, the server will sit at 4500 FPS but tank regularly to below 2000. I've seen people showing logs of tick rates well into 10K+. Server tick rate dramatically lowers once everyone is online and playing. I'll see below 2K and it will routinely tank even further when people's clients crash. Players in game will desync when someone loads into the server or when someone's client crashes. This results in vehicles rubber-banding and flipping out all over the place. Players get kicked with some nonsense about an "unstable" connection but I have fiber internet at 1000Mbps synchronous (meaning both upload and download are the same speed). I've even been kicked with this message and I'm on the same gigabit hardwired LAN as the server. I've somewhat eliminated this by setting "maxPing" to some obscenely high setting and setting the "speedhackDetection" to 10. Among my startup options, I'm setting "cpuCount" to 20 but it doesn't have any effect on how much CPU resources DayZ will take. Nor does any of the changes I make in "dayzsettings.xml" seem to have any effect. The DayZ server application still uses just one core, which I'm more attributing to lazy development choices and bad application design than anything else. The current mod list: Expansion Expansion AI Expansion Animations Expansion Basebuilding Expansion Book Expansion Chat Expansion Core Expansion Groups Expansion Licensed Expansion-Map-Assets Expansion-Market Expansion-Missions Expansion-Name-Tags Expansion-Vehicles Expansion-Weapons Disease Injectors Garbage Search Gerphelius Zil-130 CarCover More Food Mass'sManyItemOverhaul SurvivorMissions Unlimited Stamina Community Online Tools ZomBerry Admin Tools AdditionalMedicSupplies AirdropUpgraded BuilderItems BulletStacksPlusPlusEnhanced Community Framework Dabs Framework GoreZ NatureOverhaul SkyZ - Skybox Overhaul No Vehicle Damage JunkYardDog Sorry for the wall of text, but if anyone has managed to get this far and knows some other ideas for getting DayZ server to actually run with a modicum of speed, I'd really appreciate the assistance. - Signed: One FRUSTRATED DayZ server admin.