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Lets talk about 7DTD biggest problem.


Jigsaw

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So, i have a server with some friend. Hosting at GTXgaming. 

I pay for high CPU and RAM. And other stuff.

 

Normally, just playing, i have 80-110 FPS. Very fine.

 

But when blood moon hits, between 1-25 fps. 

Impossible to play. 

 

Not my PC, not my 1000/1000 Internet. Not the server. Only in Blood Moons.

 

It was also bad in A19, but not this bad.

 

What to do?

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I don’t have issues with blood moons and I got max zombies as my setting.  So obviously there is a lot going on in your game that is causing the issues.  But nobody can help you because you didn’t post any details for us to look at and you already ruled out everything but the game.

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42 minutes ago, BFT2020 said:

I don’t have issues with blood moons and I got max zombies as my setting.  So obviously there is a lot going on in your game that is causing the issues.  But nobody can help you because you didn’t post any details for us to look at and you already ruled out everything but the game.

 

Thanks! 

What do you want me to post? I can see that many people has this problem. I have a dedicated server, and we all have this problem, my mates and I.

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16 minutes ago, meganoth said:

 

Follow the link SylenThunder posted, read!

 
I did, i can not use it. The developers know the problem, but are not taking it serious. That is the problem, it was also a problem in A19, with blood moons.

 

I want them to fix it.

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15 minutes ago, Jigsaw said:

 
I did, i can not use it. The developers know the problem, but are not taking it serious. That is the problem, it was also a problem in A19, with blood moons.

 

What can't you use? There is a detailed explanation in there how to post your logfiles. If you don't want to make that effort, nobody here can help you. Because I don't know your problem, BFT doesn't know it, Sylen doesn't, nobody does.

 

15 minutes ago, Jigsaw said:

 

I want them to fix it.

 

I play the game with 3 friends and have 40 FPS on blood moon with a relatively midlevel machine and a rented server. Seems fixed to me.

 

 

Edited by meganoth (see edit history)
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you walk into the doctors office and he looks at you and -

 

doc: how can i help you

you: i have a problem.

doc: <still looking for more info but not getting any>

doc: what is your problem

you: i have an ache

doc: <still looking for more info but still not getting any>

you: throws hands up and walks away

doc: <befuddled look> all he had to do is tell me what the ache is and where it is and how long has he had it

 

sorry guys i had to do it... :)

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On 12/18/2021 at 5:34 PM, meganoth said:

 

What can't you use? There is a detailed explanation in there how to post your logfiles. If you don't want to make that effort, nobody here can help you. Because I don't know your problem, BFT doesn't know it, Sylen doesn't, nobody does.

 

 

I play the game with 3 friends and have 40 FPS on blood moon with a relatively midlevel machine and a rented server. Seems fixed to me.

 

 

 

40 FPS is not good enough. This is such a low performance game, this is 2021, not 2001. It should be better.

 

I can read on your forums and on Steam community, that many people has this problem.

7 hours ago, Khurune said:

On your server settings, what is PartySharedKillRange set to, in A19, this setting was busted AF. If you've changed it, stop your server and change it back to 100 for me for the next blood moon and let me know how that goes.


It is 100 😞 Nothing to get there.

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Is this a seed generated through the game or through GTXGaming? I am with LogicServers for my host, and my server is hosting a seed that I generated through the game (not any of the preinstalled maps). If you go through the 7DTD client and not through the GTX gaming, it uses much less RAM and CPU compared to doing it through the server. It takes 3x longer to generate the map but in the end we can get by on a 6k custom seed map with 10 players and use less than our 6GB RAM limit.


Good example from testing so far, is 10K RWG on our server takes around 14GB RAM to create. On a client if you create it then upload the folders to the server and set your configs to the same values for GameName, WorldType, Size, Seed to load up the same RWG that you created and uploaded, it'll use around 6-7GB.

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Alright, I had a bit of a laugh doing this. As they say, one experiment is worth a thousand opinions.

 

8086k, 48Gb RAM, 3080Ti, Dedicated server. Running 2k resolution, Customised max settings (They go higher than Ultra - They go Ultra+)

 

This is the server performance during the test:

 

image.png.c7c1d8e0f889283d08980bb0034c82ba.png

 

When I'm just sitting in my safe little Zombie proof box, 146 FPS - Made sure there was plenty of trees to sway and glass to reflect:

 

image.thumb.png.a46d05db62d7d20e3e5ec624b5fc01f7.png

 

25 Fat Hawaiians = 95fps (excuse the bags, I used screamers at first, but then realised I couldn't keep track of any spawns)

image.thumb.png.1b6b16086a9269685ff7c3b4ce1a7052.png

 

50 Fat Hawaiians = 76 fps:

image.thumb.png.0240e3624201d1fee9cd688aac8cb6e1.png

 

75 Fat Hawaiians = 76fps

 

image.thumb.png.0240e3624201d1fee9cd688aac8cb6e1.png

 

100 Fat Hawaiians = 58 fps:

image.thumb.png.74e1bf319132c5d045b70700b4d098a0.png

 

125 = 47 FPS

image.thumb.png.696a135794f47a7b22bca2e7534c32a6.png

 

150 = 40 FPS

 

image.thumb.png.49ae41f3a24448c4cf49ed5bd67ac4d3.png

 

175 = 35 FPS

image.thumb.png.887ceb62fe3961a6ae9f1dce217d6c79.png

 

200 =  30 FPS

image.thumb.png.775f2927655ca81fe4493cedec1776d9.png

 

Exactly how many zombies are you getting on Blood moon that this is dropping you below 25fps? 200 zombies, all within my field of view, and I'm not getting below 25fps.

 

If you want to diagnose this, it would be worthwhile taking a screenshot of your Task Manager, with the cores broken out, and the memory and GPU utilisation also visible during a blood moon. Start it up before the horde moon, and take the screenshots once you're about a minute in. Try to get historical for all three metrics.

 

image.thumb.png.d309b00f7a309b3f1fa69b9c704130eb.pngimage.thumb.png.a4269b2156b4e5d52ef8be59084bb5db.pngimage.thumb.png.b70bd276a5eb0eab99337a2e4a4ec11d.png

 

Apologies to anyone who viewed this thread on mobile, or a metered internet connection...

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I hate replying to myself, but I did the test during my lunch hour, and now that's evening, I had a bit more time to do more testing. It appears that the big limiter on performance, is the dedicated server's single thread speed.

 

When I am logged in, no spawning, CPU utilisation is about 15%

image.png.1aecdf956cadd2cd5b18bc919527cdfa.png

 

Please note that an oddity of "TOP" is that if you have a four core machine, then it's possible to get CPU utilisation of 400%.

 

Let's spawn our first batch of 25 Fat guys. During spawn, it spikes:

image.png.5455d2c47eb93b5ba97888034bbd7472.png

 

But then settles a bit:

image.png.81e820b46c8c52a101a162fe4ff8617b.png

 

Once it settles, my client FPS is back over 100. Note my GPU is pretty idle (60%):

image.png.bd07730fa0629849f39f35d39bf66748.png

 

But my CPU is already boosting to 5.00Ghz (max I've allowed), and a couple cores are already pretty stressed:

 

image.thumb.png.695d0f810367dccd360f99d92e2e4281.png

 

Let's bump it up to 100 Fat Guys, (Sorry, I hate typing Hawaiian:

 

image.png.d8f7d60edb62665aa4e6cad2ff3bff06.png

 

Server is almost at single core capacity.

 

On the client, my FPS has dropped to about 70fps, But note my GPU is even MORE idle, even though the load on it should be heavier:

 

image.png.4088f1e900c0112965575266a5ef5e1d.png

 

My CPU is no more stressed than it was before.

image.thumb.png.4d0ce7f934a97f9591a55144523851d2.png

 

Time to Crank it - Right to 200 Zeds.

image.png.9aca9e1ee77fc56dc3e2afc6e567e0ec.png

 

By now the server has capped out a single core, and is using some of another core - If you know anything about parallel processing, you know this is not going to scale well.

 

image.thumb.png.713819c41d0a1622741515f7618cb601.png

 

Core two capped out for a few seconds (about 20) as I spawned in the extra 100, but I'm still getting a decent 36fps, and you can see the mathcing bit where my GPU got a bit of time off while the CPU was locked up:

 

image.png.25d25bd0ff146a78acaef81c3b7cdfe4.png

 

Let's go to 300

 

image.png.067b42b58b8aed137c9e922d99e6c87a.png

 

The server isn't really much busier. Because it can't be. There's one single thread that can't be distributed across multiple core that is now the bottleneck.

 

Another indicator, I saw on another server optimisation thread that the server FPS should be between 20 and 35. (This was for an older build), but looking at the server logs, before I spawned anything:

 

2021-12-20T11:22:35 162.923 INF Time: 2.43m FPS: 35.19 Heap: 3243.6MB Max: 3243.6MB Chunks: 298 CGO: 9 Ply: 1 Zom: 0 Ent: 1 (1) Items: 0 CO: 1 RSS: 4500.6MB
 

35.19

 

When nearly 300 Zombies were spawned (Just less than because I got a few of these: 2021-12-20T11:38:46 1134.183 WRN Entity [type=EntityZombie, name=zombieFatHawaiian, id=570] fell off the world, id=570 pos=(3392.7, -1.7, -2292.9)

 

The FPS dropped dramatically. During Spawn, it was as low as 4.5

 

2021-12-20T11:38:45 1133.024 INF Time: 18.44m FPS: 4.53 Heap: 3297.4MB Max: 3396.6MB Chunks: 315 CGO: 33 Ply: 1 Zom: 165 Ent: 167 (319) Items: 0 CO: 1 RSS: 4740.3MB
 

Shortly after, it recovered:

 

2021-12-20T17:30:06 1178.138 WRN Forcing mesh processing after large delay

 

2021-12-20T17:30:21 1193.034 INF Time: 19.44m FPS: 21.51 Heap: 3217.5MB Max: 3396.6MB Chunks: 315 CGO: 35 Ply: 1 Zom: 113 Ent: 113 (173) Items: 0 CO: 1 RSS: 4740.3MB
 

 

So what do I conclude from the end of this?

 

(1) It's not your GPU, no matter what. In fact, the slower it goes, the less work the GPU has to do.

(2) If only you are getting big FPS drops, it's probably your PC.

(3) If everyone is getting big FPS drops, I'd say you're being stiffed on your rented server.

 

Hope this helps.

Edited by Pernicious
Typo (see edit history)
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21 hours ago, Pernicious said:

The server isn't really much busier. Because it can't be. There's one single thread that can't be distributed across multiple core that is now the bottleneck.

I tested this on a 4 core windows server and did not see the single thread problem. I did 25 to 300 fat Hawaiians and the load appeared evenly distributed to all 4 cores.

In htop you can show each core separately to check if it is the same for you.

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Interesting.

 

Here's my initial results:

 

image.thumb.png.2f04f9cd3f451da565269301bd75d476.png

 

I've got two cores at about 50% each, and two cores nearly idle on the server. I have four cores about 80% utilized on the client.

 

The server is a VM on ESXi - it's possible that CPU 3 and 4 on the guest, are actually the same physical core on the hardware, but that's unlikely, as the server is a 48 core, 96 thread machine which is very lightly loaded. VMware's scheduling would have to be horrible for that to happen.  I mean, this is the bump at the hypervisor level:

 

image.png.5f97712cc9b572cdf4a62125cb3a5210.png

 

Not sure what to make of that then.

 

Edit: Nope, I'm dumb. My Client CPU is actually fully loaded given the constraints I have set upon it. (Core affinity). The alternate "quiet" cores are the virtual hyperthreads taking up the difference.

Edited by Pernicious (see edit history)
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