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Firstly don't run on 80 slots as for many niether the client or server copes well 100% apart from maybe those with access to extremely fast core servers and PC's.
PS uses a type of client side hit & collision model and the server just does an authoritive check if that is true.
Admins are seeing 80 slots max and believing Periscopes statements that PS is capable and essentially its true, but the reality that it can do it well without glitch is untrue.
I really do like the idea of Postscriptum and I have been pleading in the forums to at least make minimal cuts to 74/76 slots to give still a full game of 3 full infantry sections, logi & 2 mech.
I am not having a go at you but for a gaming experience running fairly well just doesn't hit the mark. 95% of the time maybe 98% / 99% your server is running well and then at key moments of play client server jitter, packet and client server sync is lost at moments of high intensity.
For a gaming experience the ocasional glitch where you shoot and client / server sync results in a server overrule and the player may of just seen a clear multiple kill shot for the recipient to turn round perfectly unharmed and kill the player.
The incident rate of client / server mismatch in MMO FPS games for a playerbase to lose confidence and call a game buggy and unplayable in reality is incredabilly small and the server overmatch in performance needs, to allow tick space for the worst scenario is extremely high.
Periscope are not doing themselves any favours running @ 80 with current optimisation levels and the server owners are not doing Periscope any favours as they are obviously blind to the complexity and realities of server performance.
If you a supporter of this game then currently you would run blindingly fast servers of key slot counts that ensures 100 - 200% performance space, but no one is logging max load and that trouble starts at much lower than 100% saturation.
So now back to UE4 not liking threading is actually untrue, the dedicated server files have to be compiled from source and the default is single threaded as a concession to server hosts so they can run single instances without impact on other running instances.
Multithreading with Postscriptum is very possible but it increases the complexity of Dev requirements and server administration, but without doubt UE4 can do it.
Those paying for a 5.0 Ghz server and only running 2 instances wow! The current compiled server files are defaulted to single thread so you have an 8 core server of great expense, just idleing and running at least another 4 instances as because of the single core nature of the 'Compile defaults' of PS server will not further effect other instances.
The sad fact is that each instance may hit moments of loading problems as currently its an ill fit even for a 5.0Ghz core, for momentary high load instances.
Scrap that server as to requirements its junk and ask [2.FJg]SnazzyDuckling-ENG to rent you a core.
https://www.ovh.co.uk/dedicated_servers/all_servers.xml?range=game
He has spare doing nothing and £16 a month is sort of fair to use 6 instances (16 x 6 = 96)
PS with OVH as to my knowledge they are the only ones doing 5.0ghz servers but might do em cheaper with only 32gb for 6 instances.