Discussion in 'General Discussion' started by applebranch, Jan 7, 2018.
I know! Just sell our souls to the devil. It works for car dealers, so surely it must work for us...
I'm literally the worst at computers, but I was skimming through some things, and this came up. For those who are computer wizards, tell me, is this any good?
Intel Core i5-8600K Coffee Lake 6-Core 3.6 GHz (4.3 GHz Turbo) LGA 1151 (300 Series) 95W BX80684I58600K Desktop Processor Intel UHD Graphics 630
Ohh I get you, that is essentially what lag clear is but lag clear does it for all entities, regardless if they were just dropped or not. What you’re talking about would definitely be better
My my, looks like we found the causes of the lag! Well, An AFK Timer would be very efficient and if it's for the best of the server and the community: then I agree with it! And for the mobs AI, very controversial, but I'm confident that the lag will be fixed!
So I had a thought about this, I haven't the slightest idea if this would work but it is worth mentioning. So larger servers with 20K obviously run of of multiple servers so here is my thought. Is it possible to have one server that is designated to have just the chunks of purple rendered? Because if it were possible to divide chunk loading and mob entity information then as I understand it, lag would decrease. Then (assuming all that is possible and working) we divide player interactions between interacting with chunk entities and mob entities onto two seperate ones, that is essentially splitting the processing load. Now keep in mind I have only rudimentry knowledge of how this kind of stuff works but if that isn't possible we could always push for Mojang to have the game run on multiple cores. After all, we can't be the only server out there that could use multi-core processing.
That is a less powerful processor. If you would notice what version the processor is. the server is currently on an i7 (the most recent intel process other than the AMD Ryzen) but the one on this is an i5.
Ender we have been pushing microshit to make the game multithreaded pretty much since full release... it would require an entire recode of the game. which microsoft will probably never do. until then, as far as i know, its not possible to split the game like you are thinking of doing. Best you can do is fix whats already there, through mob stacking, how hoppers work, and etc. which has been listed here before.
Also, i would love the afk timer back.... dropping 40 players on a restart, makes the lag hardly there at all. but when people are afk all the time, the lag is terrible. I do think mob stacking would really help with that too cause im sure thats what most of the lag is.
Also tweaking entity despawn rates from what they are now to like 5minutes.... is much more realistic... When i can sit afk at my base for 30minutes, and the mined blocks havnt despawned yet, theres either something wrong. or thats the despawn time being WAY too long. and thats simply just not necessary imo... if its onthe ground for more than 5 minutes especially with keep inventory, chances are its not needed to be on the ground...
I recommend an AFK timer AND a server restart from time to time (although it would be good as well if it were announced, like 'server restart incoming in 5 minutes and counting...') to reduce server resources being eaten up by AFK players.
Having said that, I would push for either 'anchors' or multipliers to come into play if the AFK timer and a server restart happens.
Just to add my two cents to the hardware setup discussion, how about a RAMDisk solution:
I am not familiar with how much RAM the server has, the operating system involved, the environment, and whether or not Apple has access to it, BUT, from that webage:
"In a Minecraft server, one of the strongest bottlenecks are disk I/O related operations (e.g. chunk management). By moving the data into the RAM, access times will be near instant and data transfer rates will be significantly faster, making chunk loading and saving much faster operations. Since a Minecraft world currently consists of very many chunk files, seek time is equally, if not more, important for overall speed."
another thought I had is there is a plugin that when mobs hit a the entity cramming limit the replace the entities with a single entity with a multiplier by it's name. this symbolizes how man of the mob type are there. granted this would require players to kill mobs 1 by 1, but it would significantly decrease the number of entities. Now I don't now 100% how the plugin works but from what Ive observed it does help entity wise as it only counts as 1 entity not a bajillion.
I’d be interested in a more dynamic afk kick than a simple timer, something along these lines.
Whenever the server is at less than 20 TPS, periodically calculate a score for each player who has been afk for more than 30 minutes (i.e., don’t ever kick anyone who has been idle 30 min or less). Something like [minutes idle] + [mobs in player’s spawn radius] + [hoppers and pistons in the player’s vicinity]. Then kick players sequentially, starting with the highest score, until the server is able to perform at 20 TPS.
If you afk above a giant unlit cave, you’re going to get kicked fairly quickly. If, however, you have created a responsible contraption that kills mobs quickly and uses a reasonable amount of redstone, and you have properly lit the vicinity (or set a NoMonsterSpawns flag), you should be able to afk for quite some time.
Most importantly, you only get booted when the server is struggling, and when you are the most egregious afk contributor to the problem.
Off the top of my head, it would cause problems for people who are intentionally spawning hordes of mobs (in XP farms, for example), or operating large automatic mining rigs. Both should be somewhat rare, and are legitimately awful for server performance, so seems like a good tradeoff to require those people to be active every 30 minutes. And it encourages people to clean up sloppy or unnecessarily complicated designs.
the 8700K is marginally better, and i thinkt hat just released, but thats really all we got for options. and its MARGINALLY better. .2Ghz iirc from the 7700K which wont make much difference. so thats still not really a viable option thats going to change much.
To come back at the AFK-timer. How about it's deactivated as long as the server has less than 75 ppl playing? That's really when lag kicks in. And once 75+, the timer activates, 30 min, 1 hour, whatever AFK time?
Not sure if this list is accurate but I'd say the best choice would be the i7- 8700 k. But wouldn't make much of a difference.
I guess @Considious beat me to it two messages ago but he is right that is the best processor for single thread computing.
@_Abrafo_ yea, im not sure the cost of the 8700k upgrade would even be worth the nominal change that we would see in performance, if the host even has an option for that, which is unlikely considering how new it is.
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