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Performances #4
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That's as good as it'll get lol, running a world for 2 days now, it's around 30 fps. However I see no difference from 60 to 30 server-side. |
Its 'normal'. Right now it doesn't matter how robust your server is. It's up to PocketPair to fix this issue. |
Yeah, I think this comes down to the optimization the developers need to make. There are 3 active players with really busy bases. Server FPS is about 20 fps now. Sometimes when I go away from my base for too long, when I get back all my Pals are not moving and are all starving even though there are plenty of resources in there. It's like the AI shuts off when I was away for too long. |
Have the same problem here regarding the Pals. One thing I did was to lower the number os player slots from 32 to 10. My friends said after that, the server was better. |
I will try that. I’ll let you know after. Thanks for sharing your experience. |
Same problem here with pals getting stucks |
Sadly there's nothing I can do about it. I'd say this is PocketPair's fault mostly, the server runs like shit on normal amd64 machines too. And still needs all that ram |
Seriously man. That worked! From 32, I changed my max server player to 10. From regularly being at ServerFPS 20, now we are back up at above 50! Thanks! |
I'm impressed that works lol |
Bad netcode. The server probably pre allocate resources for the player slots and keep them. So we have 'ghost' players on the server eating resource. |
I did the same thing, lower the max players to 6, but i dont see any improvement |
Does it fix the pals not moving when going to far from base ? |
I haven't noticed pals stopping work when I leave but I started my server with max 10 players anyways. However my crashes after a few hours and docker doesn't restart it so that's a problem too... |
Do you guys use the multithreading parameter on Oracle Cloud free tier? I noticed that my server performance drops significantly as soon as there is more than 1 player online. With just me the server fps is around 50-60, when the second player joins it drops down to around 30 with a lot more lagg during gameplay. I already reduced the max player count to 4. |
I use docker compose with restart: unless-stopped. That way it restarts it when it crashes, but I've had it happen that it crashes but doesn't actually exit so docker doesn't know it needs to restart it. Anyway, you can read more about a restart policy here: https://docs.docker.com/config/containers/start-containers-automatically/ |
I've been having issues with performance as well (was having around 15-20fps with 3 players on the server). I'm also on oracle's free tier. I tried making a container with Box64 instead of FEX for emulation and now I'm getting 40-60fps on the same hardware. No idea what the technical differences between the Box64 and FEX are (it's my first time encountering both) so I can't say it'll do the same for others, but you can try it out: https://github.com/sonroyaalmerol/palworld-server-docker-arm64 |
Test more? It depends on how long the server has been online for and what the players are doing |
I had a look at some benchmarks however they're quite old: According to this box should be faster but a lotta years and development have passed since this was done, also by box86.org so who knows... Currently it does seem like 3 players kinda max out an oracle free tier ampere. :| Thank you for your hard work mate, appreciate it. |
I've been running the box64 image for some time now. I noticed that server fps is higher in general, but it's less stable than this FEX image. The fps fluctuates more and pals seem buggier overall. I noticed too that I experienced the pals starving and being depressed bug more often on the box64 image. Not sure what would cause that, maybe because pals got stuck more often there. |
Hi
I used your image on a oracle free tier, with 4 cpu and 24gig of ram
The performances are ok, but around 34 fps ( server fps in game) with multithreading enabled
I assume this is because of FEX, kind of emulating stuff
Do you have a better fps ?
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