[jhb_airlines] Re: Perception of Server Lag

  • From: "Paul" <paul@xxxxxxxxxxxxxxxxxxx>
  • To: <jhb_airlines@xxxxxxxxxxxxx>
  • Date: Fri, 22 Sep 2006 22:53:11 +0100

It wasn't the suicide prog. but FSAutoStart by Ken Salter.  Found it again
on AVSim.

-----Original Message-----
From: jhb_airlines-bounce@xxxxxxxxxxxxx
[mailto:jhb_airlines-bounce@xxxxxxxxxxxxx] On Behalf Of Mike Brook
Sent: 22 September 2006 22:16
To: jhb_airlines@xxxxxxxxxxxxx
Subject: [jhb_airlines] Re: Perception of Server Lag

Paul -
It was called "EndItAll", I'm not sure that it is still available as
freeware.  Could be worth a Google search...
 -----Original Message-----
From: jhb_airlines-bounce@xxxxxxxxxxxxx
[mailto:jhb_airlines-bounce@xxxxxxxxxxxxx]On Behalf Of Paul
Sent: Friday, September 22, 2006 9:59 PM
To: jhb_airlines@xxxxxxxxxxxxx
Subject: [jhb_airlines] Re: Perception of Server Lag

I've lost that "software thingymabob", I've probably still got it on disk
somewhere amongst my backups but finding it may take weeks.  Do you have a
link for it Alex?

-----Original Message-----
From: jhb_airlines-bounce@xxxxxxxxxxxxx
[mailto:jhb_airlines-bounce@xxxxxxxxxxxxx] On Behalf Of Alex - Reheat.org
Sent: 22 September 2006 21:53
To: jhb_airlines@xxxxxxxxxxxxx
Subject: [jhb_airlines] Re: Perception of Server Lag


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 whatever. 

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 ;) 


Alastair wrote: 

Doah! my head hurts <G> 

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: 

XML Gau 
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. 

Frank F 


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