In Game Random 5 sec Lag/Spike Possibly Found
Posted: Wed Jul 24, 2013 2:24 am
Tonight while playing with the team, we were in goliath at end of a wave with just a few monster and the 5 second lag,freeze, spike or whatever you call it happened. It also happened during another map during a wave count down. This tells me that something else is going on and may not not be the preloading of a monster model, mesh, texture, etc.
This spike has turned me to examination of RPG.INI database on the server. Discovered that it was 26 meg in file size. I open it in text pad to reveal number of lines in the file. There are 528222 lines in the flat file database text file. Also, every 300 seconds, this RPG database gets updated. Having said all that, i believe the evil spike is due to the RPG file too large and eating up memory and machine cycles to update player data.
Tomorrow night, after work, i will clean up the this RPG file and remove all the excess old player data to about 1000 lines. Will then load it up on server and resume game play and test my theory. Spike should go away. Imagine the engine having to parse through (read, write, and save) to such an enormous database. I do not think that UT has to open and close the database for it stays open during the game. Its the updating and saving that would eat memory and cpu machine cycles saving a 26 meg file every 300 seconds (5 minutes) which is about these spikes are happening.
Meanwhile, i have increased the server max client internet speed from 10,000 to 15,000. So far, players have reported improvements on graphics, lag, and getting better packets.
More to follow tomorrow night.
Joey
This spike has turned me to examination of RPG.INI database on the server. Discovered that it was 26 meg in file size. I open it in text pad to reveal number of lines in the file. There are 528222 lines in the flat file database text file. Also, every 300 seconds, this RPG database gets updated. Having said all that, i believe the evil spike is due to the RPG file too large and eating up memory and machine cycles to update player data.
Tomorrow night, after work, i will clean up the this RPG file and remove all the excess old player data to about 1000 lines. Will then load it up on server and resume game play and test my theory. Spike should go away. Imagine the engine having to parse through (read, write, and save) to such an enormous database. I do not think that UT has to open and close the database for it stays open during the game. Its the updating and saving that would eat memory and cpu machine cycles saving a 26 meg file every 300 seconds (5 minutes) which is about these spikes are happening.
Meanwhile, i have increased the server max client internet speed from 10,000 to 15,000. So far, players have reported improvements on graphics, lag, and getting better packets.
More to follow tomorrow night.
Joey