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Diaboliko

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Record Comments posted by Diaboliko

  1. Just passing by, but I gotta say, if you are buying games from xbox store, you are technically buying it from the store, not the developer. The store is kinda being b2b2c who should be taking care of all communication with end customer.

    By which I mean that addressing refund questions to devs is incorrect.

     

    That is what I believe, however and I don't know what actual customer support model uses xbox store.

  2.   

    23 hours ago, Roenie said:

    This really isn't the time and place for you to learn about g-sync. It's completely off-topic. I regret even mentioning g-sync in the bug report, becaues all that does is act as a distraction for people who don't fully understand.

    Rude.

     

    I thought microstutter meant something like screen-tearing because of miss-synchronization of frames of which I can find on google. At least I can find something roughly looking like it. But if microstutter is about missing a frame cycle or something like that because of performance low spikes, then "oh well, I wasted your time to learn what did you mean".

     

    CPU load went up from 28% to 32% in my screenshots, between stationary and walking. The CPU is basically just twiddling its thumbs.

    Why do you expect 7 days to die to utilize all available cores?

    You've got 4 cores CPU with hyperthreading; how many games are capable of utilizing at least 4 cores in parallel? Not to mention 8... CPU model architecture can also mean plenty to things like cache hit-rate which used to change big steps dozen years ago... It moves a lot slower now I believe? Though, you never know until you try some other CPU model.

    I also wonder if it can have something to do with it missing some of newer instruction sets.

    Never had to poke that low, but always was curious on how to debug it in runtime... Oh well, Im unwilling to do such research.

     

    Also, I believe HT means nothing to operating system since it views every core as logical unit. So its highly unlikely that issue is there, but you can always test it out by manually setting core affinity. 

    That would be awesome to have some performance tuning thread with dev attention though... I also have joke utilization while having huge average framerate drops in, say, big cities.

  3. I'd argue thats a bug topic, but why not to have a discussion here...

    You can't rely on devs on keeping up security notched up. You can't rely on them making any safety things whatsoever actually. Probably should expect patching of critical vulnerabilities though, but its not very likely they have security concepts integrated deeply, so unless someone reports it, it would be there...

     

    If you would have been using Linux and wished to just block his IP, I'd have suggested looking into iptables/ipset/eBPF. That doesn't offer quite enough protection to call game server safe, but thats an instrument to block sources of attacks at least.

    If you would like to lower amount of incoming requests - load balancers are probably a way to go (though its likely that Linux OS offers control over it, but Im not fluent with core functionality of it). I know that HAProxy and Nginx can be used as L3/L4 load balancers, but I have little idea on what options of flow control they offer for TCP. Like, both can limit/delay incoming HTTP messages well, but TCP (especially on ClientHello stage of TLS) - I possess no such knowledge. Proper rules will probably solve your problem or minimize risks to acceptable levels. Thats a big research topic though. Add processing (for the sake of filtering) of incoming packets for best results.

     

     

    Also, you can dump his TCP packets by using tcpdump or something alike, while filtering by attacker host ip which you know. I bet that would be of help to devs (a valid test case at least) if they ever decide to work on it.

  4. Well, I was unwilling to send it raw, but cutting it just doesnt work for me. About 2 minutes of relevant footage so skip the rest.

    Joined some random server with map I dont have to download. Was willing to join other to see its not about the server, but couldn't connect to other servers so I did cut it there.

    > Was willing to join other to see its not about the server

    to show*

  5. On 3/25/2022 at 2:23 PM, TSBX said:

    Do you have an output log and a video of this happening?

    So much work to report a bug. That REALLY holds me back on reporting.

    Im ready to provide you with a video (whether over ftp or to load it on some server with scp; tried loading on youtube but it wines on something; whatever...) of me joining random server and showing that killing burning target with torch yields double kills (it took a while; Id rather have you just believe me that it also works this way for grenade(as in any throwable explosive; dunno about rocket launcher, haven't tested yet) kills of burning targets).

    Otherwise you can just do it yourself really.

     

    also; perhaps it only affects dedicated servers; it didnt work while I was hosting a game to check it out; as well as I dont remember if it did work if another client (non-dedicated server) hosted the game.

     

    I am unaware of what kind of log can I provide to prove it.

    There are two other minor bugs Id like to report, but can you guys at least provide some easy-to-deliver method for  less then 300 mb video-reports?

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