Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Report/Suggestion] Big performance issue in versions above v2.9.0 #438

Open
dimmyi opened this issue Oct 1, 2022 · 4 comments
Open

[Report/Suggestion] Big performance issue in versions above v2.9.0 #438

dimmyi opened this issue Oct 1, 2022 · 4 comments

Comments

@dimmyi
Copy link

dimmyi commented Oct 1, 2022

There is a huge performance issue in the new versions of this plugin. As of v2.9.0 when players have independent tick rate, if you have many players connected to the server, you will have overload problems, because every server tick, a loop in all players is made checking what their last update of items.

It was tested with a server with 600 players online and with almost 20k of dynamic objects created, where v2.9.4 was running and causing immense lag and very high CPU usage in addition to the server's tickrate being low. After I returned to version 2.8.2 the lag problem stopped immediately, as all items are updated in just 1 server tick, however slow this tick is, as it processes all items for all players at the same time, it's more worth it because everything will be done in just 1 every 50 server ticks.

My suggestion is to make per-player tickrate an adjustable option for the next versions of this plugin, as was done with Chunk Stream, because whoever has a server with many objects and players, may have the same problem as me.

@AbdulOmarCR
Copy link

Thats true, with large number of users the CPU usage increases a lot.

@devbluen
Copy link

There is a huge performance issue in the new versions of this plugin. As of v2.9.0 when players have independent tick rate, if you have many players connected to the server, you will have overload problems, because every server tick, a loop in all players is made checking what their last update of items.

It was tested with a server with 600 players online and with almost 20k of dynamic objects created, where v2.9.4 was running and causing immense lag and very high CPU usage in addition to the server's tickrate being low. After I returned to version 2.8.2 the lag problem stopped immediately, as all items are updated in just 1 server tick, however slow this tick is, as it processes all items for all players at the same time, it's more worth it because everything will be done in just 1 every 50 server ticks.

My suggestion is to make per-player tickrate an adjustable option for the next versions of this plugin, as was done with Chunk Stream, because whoever has a server with many objects and players, may have the same problem as me.

Are you using linux?

@AbdulOmarCR
Copy link

Yes, linux.

@marcelog09
Copy link

+UP

Version 2.8.2 showed better performance in my server (about 7k objects).

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

4 participants