#Server load 44% while only using 4.1% of CPU

1 messages · Page 1 of 1 (latest)

teal viper
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Not sure if this is a bug or if there is a setting to increase the maximum percentage of performance the server can use from the CPU.

trail parcel
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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 ?

teal viper
trail parcel
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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

teal viper
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same result

teal viper
trail parcel
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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%

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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

trail parcel
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Does that make a difference?
server_loop_thread_cpu_affinity = 0

teal viper
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let me try

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doesnt seem like it

trail parcel
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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

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I'm still gonna try to get back into this subject, see if we can improve things

teal viper
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That's where i run the server normally

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I ran it on windows to test it on a better CPU

teal viper
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had to resend because the previous test was innacurate (remote desktop was taking up cpu performance)

teal viper
trail parcel
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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.