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#Post#: 8167--------------------------------------------------
Here is the result of testing Madman and I just did.
DIR By: guest215
Date: April 11, 2016, 11:35 pm
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First step was we eliminated all player profiles and maps over
30 days old and then under 30 minutes play time. So less
SteamIds being spammed in console.
No change to rubber banding. Only 3 of us logged in. had all the
steamid spam.
Next step was we validated files so all the .xmls went vanilla;
reinstalled Alloc's fixes and copied my modded .xmls over.
Created a new seed. Turned CBSM off. Only 3 of us logged in so
only 3 steam ids to console. Had rubber banding.
Next step. validate files and went with vanilla everything; only
3 of us logged in so only 3 steamid spam. CBSM OFF. still had
banding.
Next step was create a new seed; vanilla everything; only 3 of
us logged in so only 3 steamid spam.CBSM off. EAC TURNED OFF. No
banding so EAC was definitely the factor here
Next step was go back to our current seed CBSM off, EAC off,.
only 3 logged in, some mild banding.
Conclusion:
CBSM has nothing to do with it.
EAC may have something to do as maybe it relates to the STEAM ID
spam ?
SteamIDs definitely play a role.
regions uncovered are not the issue; we had rubber banding with
3 people uncovering probably 5 regions
It's not the number of players; unless you go past twenty-some
It is also possible the new server, specifically the SSD hurts
us with the game being the bottleneck; is this possible?
Either way; I will work on a new seed. But as we get over a
hundred people who have logged and steamIDs compile; I imagine
the same issue will appear.
Check this thread
out:
HTML https://7daystodie.com/forums/showthread.php?40030-Alpha-14-4-u534p1&p=417557&viewfull=1#post417557
#Post#: 8170--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: Gerick
Date: April 11, 2016, 11:48 pm
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SSDs tend to read fast, and write slow. There should be very
little writing as most of the game should be in ram. I think
that it might be the EAC, though, as it might write to log files
frequently?
#Post#: 8171--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: Gerick
Date: April 11, 2016, 11:51 pm
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Oh, please try to find a seed with less burnt forest and more
desert! Thank you :o
#Post#: 8172--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: guest215
Date: April 11, 2016, 11:56 pm
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They may have altered how 7DTD runs with somesort of indexing?
Using RAM and thereby taking the load off the CPU as it used to
be CPU load intensive?
many people would get texture issues and out of memory related
errors after 14 hit. I got out of VRAM errors and I sport 2
Titan Z cards.
The steam, ids in the console are new; again check this thread
out where alanine backs me up despite madmole saying it has been
there since a10.
HTML https://7daystodie.com/forums/showthread.php?40030-Alpha-14-4-u534p1&p=417557&viewfull=1#post417557
#Post#: 8173--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: Gerick
Date: April 12, 2016, 12:44 am
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I think Unity has a lot of issues with virtual memory. It
demands and expects large amounts right away, but fails to
trigger windows to dynamically expand the virtual memory.
Red Queen for example, I've fixed her system twice as a windows
vista machine and a windows 10 machine. Setting her virtual
memory to a fixed number fixed a lot of her performance drop and
unexpected out of memory crashes.
Though, it does nothing to address the current problems we're
all facing with rubber banding and the hard drop in frames. I
wonder if the server itself has a fixed amount of virtual
memory? I think that'd be a huge issue with an SSD if it was
flexible operating system set virtual memory instead of a fixed
amount given unity's behavior.
#Post#: 8174--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: Gerick
Date: April 12, 2016, 3:09 am
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Having googled "easyanticheat "rubber banding""
I notice that EAC has been observed to be the source of this in
Rust, in Krumpus the Culling, and other titles.
Is there a third party cheat protection option we could consider
using? Or since we are password protected, go without it?
( Or raise the issue with the 7Ds developers. )
#Post#: 8175--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: MidnightStranger
Date: April 12, 2016, 6:45 am
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Maybe we should try turning EAC off for awhile, since we are a
password protected server anyways and have very active admins.
#Post#: 8185--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: VegasPG
Date: April 12, 2016, 2:52 pm
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Have you considered making a smaller map? Not sure if this will
help or not, but I think only a few of us have ever gone out
past the 7000 mark.
#Post#: 8187--------------------------------------------------
Re: Here is the result of testing Madman and I just did.
DIR By: guest215
Date: April 12, 2016, 3:04 pm
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yeah in the past but it's always been 10k. since 13 its smaller
since its only 10km at the compass points.
And, we never had this issue before; we had a12.5 map up for
what 6+ months?
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