R3vo/Sandbox – User
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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 = | |||
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) | ||
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|} | |} | ||
= Example Configuration File = | |||
<pre> | <pre> | ||
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</pre> | </pre> | ||
{{ | = Notes and Comments= | ||
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 [[Multiplayer Server Commands|admin command]] {{ic|#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''. | |||
---- | ---- | ||
Official Response to the meaning of a Simulation Cycle | Official Response to the meaning of a Simulation Cycle | ||
{{Feature|quote| "Simulation cycle" is what makes "frame" in a normal game. | |||
However, as there is no rendering on server, we cannot talk | However, as there is no rendering on server, we cannot talk | ||
about frames, and we talk about simulation cycles instead. | about frames, and we talk about simulation cycles instead. | ||
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simulate scripts and FSMs | simulate scripts and FSMs | ||
receive network updates about remote entities | receive network updates about remote entities | ||
send network updates about what has changed to the server (if on client) or to other clients (if on server) | send network updates about what has changed to the server (if on client) or to other clients (if on server)|BI Forums|http://forums.bistudio.com/showthread.php?p{{=}}1363400}} | ||
== Related comments by Suma == | |||
'''Does a 10x times lower MinErrorToSend mean also 10x times the traffic from the server?''' | |||
In extreme case (provided you have enough bandwidth available) it might mean 10x more traffic. I think it should be easy to measure the effect, using #monitor command or external tools. | |||
'''Do lower MinErrorToSend take more CPU processing on the server?''' | |||
Yes, some more processing, as there are more messages to handle, but I do not expect anything major. | |||
'''Do basic.cfg settings on clients also have an effect? Like for the player entity itself or the AI under his command (AI local to the player)?''' | |||
Yes, it affects what client sends to a server as well, but in a different way (the error computation is different, it is not considering any camera position). | |||
'''Is that correct, that every message contains motion update (or other update) ONLY FOR ONE object? So when we have 1000 AIs near player, and we wish to have update 50x per second for all AIs, so we must set MaxMsgSend to higher than 1000?''' | |||
The aggregate message contains multiple logical messages, which are related to multiple objects. | |||
'''Related comment by Suma''' | |||
MinErrorToSendNear is used differently from MinErrorToSend. | |||
When computing the error for MinErrorToSend, the error is divided by (distance_in_m/20m)^2. | |||
Because of this, when MinErrorToSend is small enough so that distant units move smooth,the near units move "supersmooth" (the updates are sent even when the movement is so smooth, it makes no gameplay difference). | |||
MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit ("never send update smaller than 1 cm, even if MinErrorToSend would allow it to be sent"). | |||
MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit | |||
{{GameCategory|arma3|Multiplayer}} | |||
Revision as of 10:07, 1 June 2021
Arma 3 Server Configuration Overview | ||||
---|---|---|---|---|
Topic | Pages | |||
Setup | Arma 3: Dedicated Server | Arma 3: Dedicated Server (Chinese Simplified) | Arma 3: Dedicated Server (Chinese Traditional) | |
Files | Arma 3: Server Config File | basic.cfg | server.armaprofile | |
Other | Multiplayer Server Commands | Arma 3: Mission voting | Arma 3: Headless Client |
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, the default Arma3.cfg file is loaded located in the user profile folder.
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)
Parameter | Default | Description |
---|---|---|
MaxMsgSend = 128 | 128 | aximum 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. |
MaxSizeGuaranteed = 512 | 512 | 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. |
MaxSizeNonguaranteed = 256 | 256 | 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. |
MinBandwidth = 131072 | 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. |
MaxBandwidth = 200000 | UNKOWN | Bandwidth the server is guaranteed to never have (in bps). This value helps the server to estimate bandwidth available. |
MinErrorToSend = 0.001 | 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 at the trade off of increased network traffic.
|
MinErrorToSendNear = 0.01 | 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.
|
Networking Tuning Options | ||
class sockets { maxPacketSize = 1400; }; |
1400 | Maximal size of packet sent over network. This can be set for both client-to-server and server-to-client(s) independently! | Desync might happen if used MaxSizeGuaranteed/MaxSizeNonguaranteed values over the maxPacketSize.
MaxCustomFileSize = 1024 | UNKNOWN | Users with custom face or custom sound larger than this size are kicked when trying to connect. |
Example Configuration File
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.
Notes and Comments
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.
Official Response to the meaning of a Simulation Cycle
Related comments by Suma
Does a 10x times lower MinErrorToSend mean also 10x times the traffic from the server?
In extreme case (provided you have enough bandwidth available) it might mean 10x more traffic. I think it should be easy to measure the effect, using #monitor command or external tools.
Do lower MinErrorToSend take more CPU processing on the server?
Yes, some more processing, as there are more messages to handle, but I do not expect anything major.
Do basic.cfg settings on clients also have an effect? Like for the player entity itself or the AI under his command (AI local to the player)?
Yes, it affects what client sends to a server as well, but in a different way (the error computation is different, it is not considering any camera position).
Is that correct, that every message contains motion update (or other update) ONLY FOR ONE object? So when we have 1000 AIs near player, and we wish to have update 50x per second for all AIs, so we must set MaxMsgSend to higher than 1000?
The aggregate message contains multiple logical messages, which are related to multiple objects.
Related comment by Suma
MinErrorToSendNear is used differently from MinErrorToSend.
When computing the error for MinErrorToSend, the error is divided by (distance_in_m/20m)^2. Because of this, when MinErrorToSend is small enough so that distant units move smooth,the near units move "supersmooth" (the updates are sent even when the movement is so smooth, it makes no gameplay difference).
MinErrorToSendNear gives a way to give another absolute (not distance dependent) limit ("never send update smaller than 1 cm, even if MinErrorToSend would allow it to be sent").