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I haven't found a way to mediate this at present other than identify problem players and limit their access which is not really a great solution but it keeps the server in a nice healthy state for those with decent systems and connections.
@Drake, is there a way we can get at least a rough ETA as to when you guys will implement support of multiple cores on the server side and fix other issues mentioned above. Also if there is something in development for servers and it requires field testing, I'm totally willing to participate. Thank you.
I don't demand to fix it or anything, I understand it is pretty hard to restructure the code from one thread to multi thread and make sure it is all thread-safe.
Just wondering if this specifically is being worked on at the moment, if so what stage it is at. If not what are ETAs, because surely you guys [Wildcard] seem responsible and I know you have a plan.
The Physx re-write is just off-loading server-side calculations to compatible clients... but since CPU isn't the issue for many of us it really only helps the low-end servers.
The fix is something the devs need to do. Solutions range from multi-threading parts of the game to putting certain calucations on a slower update cycle.... which is all dependant on what you can and cannot do with the unreal engine.
Anyway, the devs know this is important - I suppose all we can do is keep having friendly, thread bumping conversations to remind them :)
Yes, there is high utilization on cores.... but the solution isn't to throw CPU/memory/IOPS... and the root issue is the server frame rate (the game itself doing all those calcs on dino moves etc. as you say)
To fix server frame rate, you need to code the game better. So per my above post... writing it to multi-thread better or putting certain calcs on a slower update cycle are some examples of how that could be done.
One thing is for sure... this is all in the devs hands... and us throwing money at the problem isn't going to really help.