GRRR Server performance
GRRR Server performance
Hey guys, it's now been a week since we did the HypeGamez server test, and feedback was provided to them. Please can anyone who has used our server since then post here with their experiences? I know that the nutz had a practice game last night, how did the server perform. Was it anywhere near as bad as the grrr vs BBH game last week?
Improved or not? Playable or not?
I have also asked Hype about getting PB enabled on the server, I think we need it. They did say before that we can have it, but apparently it can cause some performance issues. I've asked for a little more clarity around this.
Improved or not? Playable or not?
I have also asked Hype about getting PB enabled on the server, I think we need it. They did say before that we can have it, but apparently it can cause some performance issues. I've asked for a little more clarity around this.

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Skouperd
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Re: GRRR Server performance
I found the game was very smooth but some people did complain about lag. Chaos especially. So I take it he will post shortly. I agree, we definately need to get PB running on that server. I've noticed yesterday evening that it suddenly filled up with internationals which were playing somewhat dodgy.
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- NiteShade
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Re: GRRR Server performance
I saw grrr experiencing "rubber-banding" tonight.
Jarrod? Please bring this to Hype's attention.
I personally do not want to pay for a server that is so laggy.
Jarrod? Please bring this to Hype's attention.
I personally do not want to pay for a server that is so laggy.

Re: GRRR Server performance
I agree with Shadey all the way, the rubber banding plagued us for a few moments, and it does affect the game a bit.

- SlipperyDuck
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Re: GRRR Server performance
mmm, for me last night, there were only two or three minor and short rubber band moments - I would experience EXACTLY the same performance when playing on an SGS server to be Honest.
Bottom line, I think the performance was perfectly acceptable and more than likely due to Dice Server Code than the Hype Hardware/Network - at least this time.
The 1st Time, I honestly think something was overloaded - like the Internet connection to the Hype Server Farm or something.
Bottom line, I think the performance was perfectly acceptable and more than likely due to Dice Server Code than the Hype Hardware/Network - at least this time.
The 1st Time, I honestly think something was overloaded - like the Internet connection to the Hype Server Farm or something.
Re: GRRR Server performance
I agree with the duck, I only noticed the rubber band about 4 times over about 2hrs play. Not too bad. I suggest contacting Hype, telling them that its much better but still a bit of lag and see if they can do anything more to get it right.

Re: GRRR Server performance
Okay, I got a response from Peter at Hype yesterday:
At this stage I'm going to ask them to put us on to release 9, which will also force PB to be on (at least when running ranked - but I'll ask for it to be enabled at all times).
I agree with Slippo and Mr Mega, the lag last night wasn't overly concerning at all. I had a few rubber bands, but nothing that would have been game changing. Considering the instability of the DICE server code up until now, I've experienced the same or worse regularly on all servers that I've played on.
Lets test again with R9 server code and PB, and see where that takes us.
Hi Jarrod
The main differences between the three servers are:
1) GRRR Server is running the R8 version; Hype1 and Hype2 are running the R6 version
2) The IP address and port for each server is different (shouldn't make a difference, as they all share the same NIC / Switch Port)
3) GRRR Server and Hype1 are running in ranked mode with Punkbuster off (currently); Hype2 is running in non-ranked mode, with Punkbuster also off
So, it would seem that the best experience is currently on a R6 server, running ranked mode (not sure if Punkbuster on / off would make a difference).
I see the following as options:
1) We have just received server R9 release. Perhaps upgrade your server to this version and see if it makes any difference?
2) Don't upgrade your server to R9, but run a separate R9 test server.
3) Downgrade your server to R6 (ranked). (Keep in mind that the new maps won't be available on this server).
4) Keep the current Hype1 server running (but not Hype2). Then you can switch between either the GRRR server or Hype1. (Assuming you would have the normal access, inc. RCON, to both servers)
I would be inclined to try #1 first, and then #3 next. Please let me know what your thoughts are.
I see there are currently 16 players on the GRR server - are you still experiencing rubber-banding / lag on it?
Punkbuster can be enabled on my side. It would just involve editing the config file and restarting the server. Please let me know when you would like this done. (In fact, if your server is upgraded to R9 and it is running in ranked mode, it will in any case force Punkbuster on).
At this stage I'm going to ask them to put us on to release 9, which will also force PB to be on (at least when running ranked - but I'll ask for it to be enabled at all times).
I agree with Slippo and Mr Mega, the lag last night wasn't overly concerning at all. I had a few rubber bands, but nothing that would have been game changing. Considering the instability of the DICE server code up until now, I've experienced the same or worse regularly on all servers that I've played on.
Lets test again with R9 server code and PB, and see where that takes us.

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s3xy_j0nny
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Re: GRRR Server performance
SlipperyDuck wrote:mmm, for me last night, there were only two or three minor and short rubber band moments - I would experience EXACTLY the same performance when playing on an SGS server to be Honest.
Bottom line, I think the performance was perfectly acceptable and more than likely due to Dice Server Code than the Hype Hardware/Network - at least this time.
The 1st Time, I honestly think something was overloaded - like the Internet connection to the Hype Server Farm or something.
Ditto.


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- ChaosADPumpkinHead
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Re: GRRR Server performance
Finally, I found this thread...
When we played against SSG, I didn't experience much LAG as such but I did encounter a lot of dodgey things like nailing a guy with a tube and it doesn't even damage him, etc. I want to put this down to server performance or a glitch in the matrix because I don't believe that SSG would hack.
That said, we played a few rounds on the server after that and there wasn't much to complain about even with mostly ints on the server.
Here's hoping that the new server release will sort things out.
When we played against SSG, I didn't experience much LAG as such but I did encounter a lot of dodgey things like nailing a guy with a tube and it doesn't even damage him, etc. I want to put this down to server performance or a glitch in the matrix because I don't believe that SSG would hack.
That said, we played a few rounds on the server after that and there wasn't much to complain about even with mostly ints on the server.
Here's hoping that the new server release will sort things out.

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