Very simply it is an issue for everyone, as suggested earlier today the
little software thingymabob that shuts down all non essential processes
is good - as long as it is set up correctly.
Proper machine maintenance such as a Defrag never does any harm.
Especially if done weekly.
One option that was explored as part of the project was a batch runfile
that totally stripped FS down to the bare essentials before using
whatever it is you wanted.
However this only really works if you have a favorite aircraft that you
use for every session. A batch file is created for each individual that
totally removes all FS options apart from the ones for that session or
So say you were going to fly online with pilot club in a EGNM - EGCC
event in your Fokker 100 using the PFC weather.
You'd double click on the batch file prior to loading FS up and this
would remove all your aircraft (bar the fokker) to a temporary folder,
swap your scenery CFG for one with simply the UK data in it,
Temporarily remove all the DLL's for everything Bar PFC.
That'd take about 4 - 5 mins to run and At that point you'd run the
little process killing app. then you'd load FS (at lightning speed ;) )
and join the session.
That'd leave your PC's CPU with nothing but FS to concentrate on (and
your internet connection etc) and your FS engine with nothing but your
aircraft, the little (comparatively) UK scenery tiles and then have all
its other processing power (normally weighed down with sifting through
files not required) to send and receive MP data.
At the end of the session you simply click the other batch file and it
moves it all back like nothing ever happened.
That is the ideal scenario and we did get it working (although for a
program not MP sessions) with very little hassle. FS loaded in
literally seconds, FPS increases were about 10+ on most machines and
bar a few teething troubles it worked perfectly for about 4 months.
However the problem with that is that it requires a re-write of the
batch file everytime you install a new add-on or remove an add-on -
which would probably be hell with you lot ;)
Doah! my head
Alex, practically speaking, is there anything that an individual can do
to reduce server lag, or is it a 'group thing' that applies to all the
server traffic, as a whole?
Alex - Reheat.org wrote:
In another project I've been involved in there has been much study done
on the subject of FS an its "Data Pipes" (an SDK term so excuse its
use) and there are many things that can affect it.
FS data, in and out of multi player sessions is hooked into the FS
Engine in two different ways, first of all there is the ported data,
brought in through direct IP/P2P access such as MP sessions or XML
gauges etc directly into the sim.
The second is the background process information, such as that brought
in via a plugin module such as Active Sky or another DLL process.
WideFS and FSUIPC are so successful as they are a mix of the two. An
external module that can take data from .gau/xml or other DLLs and
directly port it through to FS.
The way that FS gives priority to the data coming from these is not
100% understood but as a basic rule the it goes:
Navaids/ GPS Data
There are algorithms in existance that allow the Background data to
refresh doubly as quick as the Ported thus giving superior performance
to ported data but this also, to an extent, relies on porting.
As Stefan explained it is the FS engines processing of these that
causes lag, the hardware processing the data is limited to the CPU/RAM
and HDD. This is one area of FS that the Video card comes into very
little unless the process is telling FS to "draw" data...which it isn't
- it is the MP session telling FS to do that, which will get reasonably
high priority anyway.
I bet that made no sense at all...perhaps a diagram would have worked
franklyn fisher wrote:
I wonder if the hardware can also be at
fault, for instance
I have an AMD 64/3200 machine with 1gb ram.
But my video card is from a previous machine ( an AMD1600/32bit).
I do realise that the video is holding up my machine, so an upgrade to
an ATI X1600ProAGP from an ATI 9600ProAGP (half the speed) should in
theory, half the queing time, thus the draw to screen must be quicker.
Therefore cutting my server lag?
Other hardware factors could also contribute, but speeding up the video
from machine thro to the screen must be a benifit.
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