GolovaRaoul

Do Server Threads reduce performance?

15 posts in this topic

Hello,

Do Server Threads reduce server performance?
Around peak hours there are around 20 server threads running.

I've installed Occupation and saw that ExAd - Deploy Vehicle is running 10 (!) server threads.
I'm wondering, if those 10 threads weren't there, would performance increase?
Server FPS is around 5-7

Thanks for responding :)
GolovaRaoul

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A thread is basically a task.

What affects performance, primarily, is what that task is.

If the task is (for example) to constantly check an array of 1000 objects every cycle, then that thread will lag your server to hell and highwater.

But if the task is to do some simple stuff, then you can have a whole bunch of them without really needing to worry.

 

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Tbh we make all our stuff use the exile thread system. Although @MGTDB seems to have some threads split off and found better performance. 

 

_statusBarCode = compileFinal preprocessFileLineNumbers "Custom\StatusBar\statusBar.sqf";
[10, _statusBarCode, [], true] call ExileClient_system_thread_addtask;

 

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On 1/20/2017 at 2:08 PM, GolovaRaoul said:

Ye, I'm wondering if it would be hard to make ExAd use the Exile Thread System...

Exad literally does not lag the server at all, since it's all client sided in the apps.

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I have 2 server threads running for my dedi and server fps is 42 with 4 players online. Sounds like a serious underlying issue as the more threads you make available to the server, the better the performance.

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It's not the amount of threads that effects performance, it's what those threads are.
If you had 50 threads that had no code issues, you would have better performance than 5 threads that were looping/erroring

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1 hour ago, Johnny82 said:

How many threads does the average 32 to 64 player server run out of interest? I have mine running in a VM with 2vCPUs assigned to it.

Mine has between 10-20. But most of them are DeployVehicle from ExAd...
Average player count according to gametracker: 45

Edited by GolovaRaoul
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