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Author Topic: MultiPlayer Performance Degradation
ryanmcafee
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Post MultiPlayer Performance Degradation
on: July 16, 2012, 19:07

Right now we're trying to host approximately 15 machines off of one session host. It doesn't appear that there should be any problems, however after we join about the 10th machine to the game session the performance suffers greatly. The initial six machines get about 30fps as player roles. We then add more computers as radar stations the performance greatly suffers, by performance I mean the fps decrease to about 2fps and the software basically becomes unresponsive. It appears that the P3D software gives priority rendering to clients that join a host session earlier, is this true? This is what appears to be evident. If so, is there a way to average the overall performance and get the same fps values on all connected machines of the game session on this subnet? We would ideally like to maintain 30 FPS on all connected machines, which at max would be 17 total computers (including session host). It should also be noted that all hardware is clearly above minimum specifications to run P3D. Also, the machines added last have CPU utilization values at approximately 60%, compared to 5-15% on computers operating correctly connected before the 11th machine. I would appreciate having this issue resolved asap.

Regards,

Ryan McAfee

Hardware:

Player (Plane) Machines:

Intel® Core™ i7-990X
12gb DDR3 RAM
Nvidia GTX 580
Nvidia GTX 580
Nvidia GTX 580
5 Monitors
Dual Intel Gigabit NID's

Radar Station Observer Machines:

Intel® Core™ i7-2600
8gb DDR3 RAM
GTX 580
Two Monitors
Dual Intel Gigabit NID's

FSMP
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Posts: 637
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Post Re: MultiPlayer Performance Degradation
on: July 17, 2012, 05:21

Interesting observations -- I have not expereinced the performace issues you describe.
In particular, your 11th client situtaion is very unexpected.

I might be able to help you, if you can supply some additional information.

What is your Network Bandwidth ? Is this on a Local Lan, or over an Internet connection.?
What Plane(s) are you using. Standard P3D supplied auracrft, or any addons.
If Addons, which addons. ?

Lastly, if as a test, you have all Clients join as the same P3D Mooney (No Radars), do you still see the performance drop on the 11th plane ?

Geoff

ryanmcafee
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Post Re: MultiPlayer Performance Degradation
on: July 17, 2012, 17:44

Hi Geoff,

The computers running the custom developed aircraft, which resembles stealth fighter jets are connected to the local lan using dual gigabit NIDs. The network has very low utilization and has a 10 gigabit main switch, which then connects to Cisco switches that are one gigabit in speed. As for WAN speed, the computers are connected to a fiber optic internet backbone. The software is using a slightly modified scenery package, however the performance is the same on low scenery renditions as it is on high scenery realism settings in multiplayer mode with host realism enforced, which is very odd. I haven't tested the P3D Mooney in this multiplayer setup, but my guess is that it would work as expected. Do you think that the aircraft and or scenery configs is causing the software to lag in a mutliplayer scenario? It seems as if the mutliplayer .dll isn't properly coded to pass the variables effectively. In single player we are able to meet frame rates between 30 to 90 fps using our aircraft and scenery files. The multiplayer environment really causes issues for us as we add in more aircraft, I hope to isolate the reasons why and address this issue in a prompt manner.

Ryan

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