#Server load 44% while only using 4.1% of CPU
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We would need a bit more information such as a copy of the world ? HDD or SSD ? I see there is an external mods dir, are there mods ?
HDD, and yes there are mods. i sent a copy of the world in DMs
list of mods
I'd be inclined to advise against the HDD already.
We could do a test on SSD, see if it makes a difference. It'd be cool to have that info, anyway
i moved my game directory to my SSD and tested it on there
same result
just checking if you have looked into this yet
The 7% representation here isn't a good example. What you should do is go to the Performance tab, in the CPU category, right-click on your graph to show all logical cores, and then check if any of them are at 100%
I downloaded and launched the World you sent me, and after checking everything out, I'd be surprised if it's only using 7% of the CPU
this is my graph
Does that make a difference?
server_loop_thread_cpu_affinity = 0
I'll give you the most honest answer >>> I don't know ^^'
It's a fight against Windows and modern CPU generations that try so hard to optimize that they end up de-optimizing, and it's hard to take back control.
Is there still a Windows-specific issue? Probably, since we get better results on Linux.
Is it easy to fix? Really not, because it's very hard to pinpoint exactly where the bottleneck is.
E-cores, P-cores, "High Performance" mode, the scheduler...
Also, the load doesn't directly represent CPU usage, it's the percentage of each tick's budget consumed by the server loop. And even though independent vehicles each run on their own thread, a single vehicle on its own is still necessarily mono-threaded (its parts have to stay in sync with each other). So if you have one big build saturating its thread on its own, or several builds docked together that count as a single one, throwing more cores at it won't help, it's the most loaded thread that dictates the tickrate, not the average
I'm still gonna try to get back into this subject, see if we can improve things
I have this issue on linux too
That's where i run the server normally
I ran it on windows to test it on a better CPU
I see
had to resend because the previous test was innacurate (remote desktop was taking up cpu performance)
The CPU on my linux machine is an i5-9600KF
After digging into your world quite a bit, I'm announcing that there are some aspects that could be improved on the engine side, but it won't be magic either.
There are hardware limits and engine limits as well.
Some potential fixes are a bit deep and won't be attempted before the release of the Destruction update.
You have a relatively loaded world. One piece of advice would be to clean up a bit of what isn't used, and to undock / unhitch / disconnect any flexible cables that don't need to be connected to improve performance. Builds connected to each other count as a single one from the CPU's point of view and don't take advantage of multithreading.