Basic Server Config File – Arma 2

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==Introduction==
{{TOC|side}}{{Feature|arma3|This page is for games '''before''' {{arma3}}. For a dedicated {{arma3}} page, see [[Arma 3: Basic Server Config File]].}}


This article deals with the '''basic.cfg''', the name means nothing, and can be called anything. The real name is determined by the [[-cfg]] command line option when launching the dedicated server.
 
There is no default name - when you do not specify the filename, no server configuration file is loaded.
This article deals with the '''basic.cfg''', the name means nothing, and can be called anything. The real name is determined by the [[Arma 2: Startup Parameters#Server_Options|-cfg]] command line option when launching the dedicated server or the game executable - in other words '''it also works for clients'''. When you do not provide a name, a default .cfg file is loaded with a name depending on a product, located in the Documents area of the OS user profile. (For Arrowhead the name is ArmA2OA.cfg, for Arma 2 it is [[arma2.cfg]]).


In this configuration file you should configure your server's connectivity, mainly for performance tuning.
In this configuration file you should configure your server's connectivity, mainly for performance tuning.


==Performance Tuning Options==
 
== Performance Tuning Options ==


There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)
There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)


  '''MaxMsgSend=<limit>;'''  
  '''MaxMsgSend=<limit>;'''  
     Maximum number of messages that can be sent in one simulation cycle.
     Maximum number of packets (aggregate messages) that can be sent in one simulation cycle ("frame").
     Increasing this value can decrease lag on high upload bandwidth servers.
     Increasing this value can decrease lag on high upload bandwidth servers.
     ''Default: 128''
     '''Default: 128'''
   
   
  '''MaxSizeGuaranteed=<limit>;'''  
  '''MaxSizeGuaranteed=<limit>;'''  
     Maximum size of guaranteed packet in bytes (without headers). Small messages
     Maximum size (payload) of guaranteed packet in bytes (without headers).
    are packed to larger frames. Guaranteed messages are used for non-repetitive
    Small messages are packed to larger packets (aggregate messages).
    events like shooting.
    Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting.
     ''Default: 512''
     '''Default: 512'''
   
   
  '''MaxSizeNonguaranteed=<limit>;'''  
  '''MaxSizeNonguaranteed=<limit>;'''  
     Maximum size of non-guaranteed packet in bytes (without headers).
     Maximum size (payload) of non-guaranteed packet in bytes (without headers).
     Non-guaranteed messages are used  for repetitive updates like soldier or
    Small messages are packed to larger packets (aggregate messages).
    vehicle position. Increasing this value may improve bandwidth requirement,  
     Non-guaranteed packets (aggregate messages) are used  for repetitive updates like soldier or vehicle position.
    but it may increase lag.
    Increasing this value may improve bandwidth requirement, but it may increase lag.
     ''Default: 256''
     '''Default: 256'''
   
   
  '''MinBandwidth=<bottom_limit>;'''
  '''MinBandwidth=<bottom_limit>;'''
     Bandwidth the server is guaranteed to have (in bps). This value helps server
     Bandwidth the server is guaranteed to have (in bps).
    to estimate bandwidth available. Increasing it to too optimistic values can
    This value helps server to estimate bandwidth available.
    increase lag and CPU load, as too many messages will be sent but discarded.
    Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded.
     ''Default: 131072''
     '''Default: 131072'''
   
   
  '''MaxBandwidth=<top_limit>;'''
  '''MaxBandwidth=<top_limit>;'''
     Bandwidth the server is guaranteed to never have. This value helps the server
     Bandwidth the server is guaranteed to never have (in bps).
    to estimate bandwidth available.
    This value helps the server to estimate bandwidth available.
   
   
  '''MinErrorToSend=<limit>;'''
  '''MinErrorToSend=<limit>;'''
     Minimal error to send updates across network. Using a smaller value can make
     Minimal error to send updates across network.
    units  observed by binoculars or sniper rifle to move smoother.
    Using a smaller value can make units  observed by binoculars or sniper rifle to move smoother at the trade off of
     ''Default: 0.01''
    increased network traffic.
     '''Default: 0.001''' ('''was 0.01''' until ARMA 2:OA version 1.60, ARMA 2 version 1.11 uses 0.01)
   
   
'''MinErrorToSendNear=<limit>;'''
    Minimal error to send updates across network for near units.
    Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.
    '''Introduced in Arma 2 1.60, Default: 0.01'''
* METS:
** Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).
** Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50
** In reality, other factors about the object are taken into effect as well according to a weighted scale.
** When the error value (E) between the master copy of an object (whoever "owns" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it.
* METSN:
** When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.
** Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to "warp"
* detailed explanation of METS and METSN by Suma: http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305
== Networking Tuning Options ==
'''class sockets{maxPacketSize = <limit>;};'''
    Maximal size of packet sent over network.
    This '''can be set for both''' client-to-server AND server-to-client(s) independently''!
    ''see client([[arma2.cfg#Generic_config]] or [[arma2oa.cfg#Generic_config]], )''
    '''Default: 1400'''
    {{Feature|important|Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.}}
    ''Desync might happen if used '''MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize'''.
    maxPacketSize default reduced from 1490 to 1400 since 1.60, thus MaxSize... values over 1300 could be affected negatively.''
== Other Tuning Options ==
{{Feature|important|NOTE: See the [[Talk:basic.cfg|talk page]] for some more background info by Suma.}}
  '''MaxCustomFileSize=<size_in_bits>;'''
  '''MaxCustomFileSize=<size_in_bits>;'''
     Users with custom face or custom sound larger than this size are kicked when
     Users with custom face or custom sound larger than this size are kicked when trying to connect.
    trying to connect.
 
  '''Note'''
  '''Note'''
  The greatest level of optimization can be achieved by setting the MaxMsgSend
  The greatest level of optimization can be achieved by setting the MaxMsgSend
Line 54: Line 87:
     MinBandwidth = 768000;
     MinBandwidth = 768000;


While connected to the dedicated server, you can use the [[Multiplayer Server Commands|admin command]] <code>#monitor</code> to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 15 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.
While connected to the dedicated server, you can use the [[Multiplayer Server Commands|admin command]] <code style="display: block">#monitor</code> to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.




==Example Configuration File==
== Example Configuration File ==


<pre>
<syntaxhighlight lang="cpp">
// These options are created by default
// These options are created by default
language="English";
language = "English";
adapter=-1;
adapter = -1;
3D_Performance=1.000000;
3D_Performance = 1.000000;
Resolution_W=800;
Resolution_W = 800;
Resolution_H=600;
Resolution_H = 600;
Resolution_Bpp=32;
Resolution_Bpp = 32;




// These options are important for performance tuning
// These options are important for performance tuning


MinBandwidth = 320000; //* Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MinBandwidth = 131072; // Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 10000000000; //Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
MaxBandwidth = 10000000000; // Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.
 
MaxMsgSend = 256; //* Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 1024; //Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 64; //Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256
 
MinErrorToSend = 0.005; //Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.01


MaxCustomFileSize = 1600000; //Users with custom face or custom sound larger than this size are kicked when trying to connect.
MaxMsgSend = 128; // Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512; // Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256; // Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256


</pre>
MinErrorToSend = 0.001; // Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.01; // Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01


==See Also==
MaxCustomFileSize = 0; // (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.
</syntaxhighlight>


[[ArmA: Server configuration|Server Configuration]]


== See Also ==


[[Armed Assault:Dedicated Server]]
* [[Arma 2: Startup Parameters]]
* [[Arma 2: Server Config File]]
* [[ArmA: Armed Assault: Server configuration]]
* [[Armed Assault:Dedicated Server]]
* [[Operation Flashpoint: Dedicated Server]]


[[Operation Flashpoint:Dedicated Server]]


[[Category:ArmA: Multiplayer]]
{{GameCategory|ofp|Multiplayer}}
{{GameCategory|arma1|Multiplayer}}
{{GameCategory|arma2|Multiplayer}}

Latest revision as of 17:29, 26 July 2024

Arma 3
This page is for games before Arma 3. For a dedicated Arma 3 page, see Arma 3: Basic Server Config File.


This article deals with the basic.cfg, the name means nothing, and can be called anything. The real name is determined by the -cfg command line option when launching the dedicated server or the game executable - in other words it also works for clients. When you do not provide a name, a default .cfg file is loaded with a name depending on a product, located in the Documents area of the OS user profile. (For Arrowhead the name is ArmA2OA.cfg, for Arma 2 it is arma2.cfg).

In this configuration file you should configure your server's connectivity, mainly for performance tuning.


Performance Tuning Options

There are also some parameters that can be used to fine-tune network performance. You can add following entries to arma.cfg (the main Armed Assault configuration file)

MaxMsgSend=<limit>; 
   Maximum number of packets (aggregate messages) that can be sent in one simulation cycle ("frame").
   Increasing this value can decrease lag on high upload bandwidth servers.
   Default: 128

MaxSizeGuaranteed=<limit>; 
   Maximum size (payload) of guaranteed packet in bytes (without headers).
   Small messages are packed to larger packets (aggregate messages).
   Guaranteed packets (aggregate messages) are used for non-repetitive events like shooting.
   Default: 512

MaxSizeNonguaranteed=<limit>; 
   Maximum size (payload) of non-guaranteed packet in bytes (without headers).
   Small messages are packed to larger packets (aggregate messages).
   Non-guaranteed packets (aggregate messages) are used  for repetitive updates like soldier or vehicle position.
   Increasing this value may improve bandwidth requirement, but it may increase lag.
   Default: 256

MinBandwidth=<bottom_limit>;
   Bandwidth the server is guaranteed to have (in bps).
   This value helps server to estimate bandwidth available.
   Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded.
   Default: 131072

MaxBandwidth=<top_limit>;
   Bandwidth the server is guaranteed to never have (in bps).
   This value helps the server to estimate bandwidth available.

MinErrorToSend=<limit>;
   Minimal error to send updates across network.
   Using a smaller value can make units  observed by binoculars or sniper rifle to move smoother at the trade off of
   increased network traffic.
   Default: 0.001 (was 0.01 until ARMA 2:OA version 1.60, ARMA 2 version 1.11 uses 0.01)

MinErrorToSendNear=<limit>;
   Minimal error to send updates across network for near units.
   Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well.
   Introduced in Arma 2 1.60, Default: 0.01
  • METS:
    • Example: A unit 1km (distance d = 1km) from the player with MinErrorToSend = 0.001 (METS = 0.001) would send an update when that unit moves 50m (error value E = 50).
    • Formula: d = sqrt[(20E)/METS] ; 1000 = sqrt[(20E)/0.001] -> E = 50
    • In reality, other factors about the object are taken into effect as well according to a weighted scale.
    • When the error value (E) between the master copy of an object (whoever "owns" the object) and a client's perceived/simulated copy of the same object >= MinErrorToSend (METS), a network update message will be sent for it.
  • METSN:
    • When using MinErrorToSend alone, for small values of distance (d) the frequency of high errors (E) would cause excessive network messages that are not necessary but could negatively impact FPS.
    • Too large of a value for METSN can prevent timely desirable network update messages which can result in units appearing to "warp"
  • detailed explanation of METS and METSN by Suma: http://forums.bistudio.com/showthread.php?125396-Arma-2-OA-beta-build-84984&p=2103305&highlight=minerrortosend#post2103305


Networking Tuning Options

class sockets{maxPacketSize = <limit>;};
   Maximal size of packet sent over network. 
   This can be set for both client-to-server AND server-to-client(s) independently!
   see client(arma2.cfg#Generic_config or arma2oa.cfg#Generic_config, ) 
   Default: 1400
Only use in the case your router or ISP enforces lower packet size and you have connectivity issues with the game.
   Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize. 
   maxPacketSize default reduced from 1490 to 1400 since 1.60, thus MaxSize... values over 1300 could be affected negatively.


Other Tuning Options

NOTE: See the talk page for some more background info by Suma.
MaxCustomFileSize=<size_in_bits>;
   Users with custom face or custom sound larger than this size are kicked when trying to connect.

Note
The greatest level of optimization can be achieved by setting the MaxMsgSend
and MinBandwidth parameters. For a server with 1024 kbps we recommend the
following values:
   MaxMsgSend = 256;
   MinBandwidth = 768000;

While connected to the dedicated server, you can use the admin command #monitor to monitor server resource usage. (You have to be logged in as or voted as game admin to do this.) The server never runs at more than 50 fps. When running slower, it always uses all available CPU processing power to maintain the smoothest possible gameplay. When running at less than 20 fps, you can consider the server overloaded – the mission currently played is probably too complex for given server. If you see the server is not using bandwidth that it could use, you can try increasing values MaxMsgSend and MinBandwidth.


Example Configuration File

// These options are created by default
language = "English";
adapter = -1;
3D_Performance = 1.000000;
Resolution_W = 800;
Resolution_H = 600;
Resolution_Bpp = 32;


// These options are important for performance tuning

MinBandwidth = 131072;			// Bandwidth the server is guaranteed to have (in bps). This value helps server to estimate bandwidth available. Increasing it to too optimistic values can increase lag and CPU load, as too many messages will be sent but discarded. Default: 131072
MaxBandwidth = 10000000000;		// Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available.

MaxMsgSend = 128;				// Maximum number of messages that can be sent in one simulation cycle. Increasing this value can decrease lag on high upload bandwidth servers. Default: 128
MaxSizeGuaranteed = 512;		// Maximum size of guaranteed packet in bytes (without headers). Small messages are packed to larger frames. Guaranteed messages are used for non-repetitive events like shooting. Default: 512
MaxSizeNonguaranteed = 256;		// Maximum size of non-guaranteed packet in bytes (without headers). Non-guaranteed messages are used for repetitive updates like soldier or vehicle position. Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

MinErrorToSend = 0.001;			// Minimal error to send updates across network. Using a smaller value can make units observed by binoculars or sniper rifle to move smoother. Default: 0.001
MinErrorToSendNear = 0.01;		// Minimal error to send updates across network for near units. Using larger value can reduce traffic sent for near units. Used to control client to server traffic as well. Default: 0.01

MaxCustomFileSize = 0;			// (bytes) Users with custom face or custom sound larger than this size are kicked when trying to connect.


See Also