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cxfAtheus

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Posts: 322
Reply with quote  #1 
Last night we setup and ran our first 3 and 4 bridge games. We do our playing in a HS with the main bridge in the planetarium, and the other bridges are in classrooms across the hall. We encountered some issues last night with consoles stuttering at times (most the across the hall bridges) and the occasional console crash. We are guessing that the console crashes were caused by Artemis. But we're unclear on the stuttering.

Our server is:
i7 at 3.2GHz
12GB RAM
Not sure on the graphics card, but it's mostly used for rendering massive planetarium shows
R7000 Nighthawk Router with a network only usable by planetarium computers

Laptop Bridges:
Core 2 Duo T9400 2.53GHz
3-4gb RAM
GMA 4500MHD Graphics

Main Dekstop Bridge:
Core2 Duo
2-4gb RAM
Upgraded Nvidia graphics

We're assuming this is a powerful enough server to run everything without issue, but we can't get rid of the stuttering. The laptops and desktops are fine playing the game one bridge at a time, but in multiship they fall behind a bit.

Any suggestions to smooth out the game? Is there something that needs upgrading? (keep in mind we are a public school with no budget, so we work with hand-me-downs) We thought about setting up a network bridge for each room.

Edit: I should add that we do turn down the latency to 20ms every time.
jgreene@greenemyst.com

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Posts: 141
Reply with quote  #2 
So 20ms, there's your kill switch.  Try setting it to 50ms or greater. The TCP stack on the server likely cannot keep up with multiple bridges at a 20ms network update speed. Few systems using less than a full gig ethernet connection with a good enterprise class gig-e card seem to be able to keep up with the 20ms update rate. The stuttering/crashing is likely caused by 'missing updates' it expects 1 every 20ms  and stutters when one arrives late or gets dropped and crashes when too many are dropped. 

Edit: I add 50ms per bridge connected to a single server as my rule of thumb... has yet to fail me at any of the convention events I've run.

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Volg Clawtooth
Chief Engineer of Myst Brigade
Artemis: Greater Indianapolis
cxfAtheus

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Posts: 322
Reply with quote  #3 
Thanks for the suggestion. We never really thought that setting the network speed at 20ms could be anything but good. Apparently, we were mistaken.
Fish Evans

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Reply with quote  #4 
Think of it a bit like the roads, if theres a posted speed of 70 but theres to much traffic its going to back up and cause congestion where as perversly a posted speed of 50 might result in faster travel times for everyone.
jgreene@greenemyst.com

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Posts: 141
Reply with quote  #5 
Yeah Network speed is a bit of a misnomer.. the setting tells the client (and the server) what the expected refresh rate of the sector data is.. So if the server can't keep up.. the clients begin to wig out. 
Kind of like parents picking up their children at school sporting events.. if th kids arent there on time the parents freak.

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Volg Clawtooth
Chief Engineer of Myst Brigade
Artemis: Greater Indianapolis
Gryphon

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Posts: 415
Reply with quote  #6 
I was a guest at one of their Tuesday night three-ship planetarium game sessions last week, and their set-up in the dome room is AMAZING!
cxfAtheus

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Reply with quote  #7 
I saw you taking pictures. Did you get any good ones?
Gryphon

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Reply with quote  #8 
Unfortunately, they were all too dark and grainy. Next time, I'll bring a better camera.
cxfAtheus

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Posts: 322
Reply with quote  #9 
We really haven't been able to get any good pictures ourselves.
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