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Thread: What's actually causing all the lag other than players?

  1. #11
    Ancient Member Hunk1's Avatar
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    One thing: Byond's Single Thread Curse.


    Byond has to process a lot of stuff at same time, once the CPU reaches 100%, it starts to lag.
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  2. #12
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    Yeah since like 4-5 weeks ago my screen freezes at least 3-5 times a round, the freeze may last minutes and i have to close and open the server again.
    I will probably have to stop playing untill maybe some sort of optimization patch from devs, since the screen freezing is so Constant i cant play anything. (My last round was yesterday as rav in lv, screen froze (before marines landed) for solid 5 minutes, when im back i was dead and salty.)

  3. #13
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    Is it possible for the BYOND devs to implement some type of multi-threading into the code, or BYOND just too ancient to accept that type of innovation?

  4. #14
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    Quote Originally Posted by ColdSuit View Post
    Is it possible for the BYOND devs to implement some type of multi-threading into the code, or BYOND just too ancient to accept that type of innovation?
    The short answer is no. BYOND just doesn’t support it. There’s no way to fix it without recoding the entirety of BYOND.

  5. #15
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    Quote Originally Posted by ColdSuit View Post
    Is it possible for the BYOND devs to implement some type of multi-threading into the code, or BYOND just too ancient to accept that type of innovation?
    Nah, but that's what makes SS14 so interesting for CM13 in the future. You can, effectively, emulate and copy the entire experience over, but it'd be much more stable.

  6. #16
    Dev Team Watermelon914's Avatar
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    Quote Originally Posted by Hunk1 View Post
    One thing: Byond's Single Thread Curse.


    Byond has to process a lot of stuff at same time, once the CPU reaches 100%, it starts to lag.
    Single-threaded means that it can't process stuff simultaneously, so it processes instructions 1 by 1. That's why it is really bad. I was told that the networking is multi-threaded though, so that's a relief; otherwise, we'd constantly be dropping connections.
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  7. #17
    Whitelisted Predator
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    Byond was never designed to deal with this kinda load (item count, players, et cetera) we see every round. I'm surprised the game works at all.

  8. #18
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    Quote Originally Posted by Corocan View Post
    might also have something to do with byond's code, DM, being single-threaded
    Main reason so far as I can tell.
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  9. #19
    Head Ukraine
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    hi

    answer is (in that order)
    massive runtimes (if they exist)
    lighting
    chat
    detectors
    sounds
    xeno minimap
    human life
    xeno life

    there is also big contribution from server trying to send data to all clients, which depends on amount of traffic we can send (coronatide put a dent into this since our outgoing pipe was reduced), ping of each player, and server FPS (which is 10 rn)

    Some people in headdevchat speculated that at 200-250 players on latest byond versions time that takes to send every client data is higher than time to run enough shit for current tick. But that's speculation

  10. #20
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    everything.
    Byond wasnt designed to handle Us.
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