Hello, I've just finished some somewhat basic tests on a server me and my friends are playing and it's seems that whenever we connect to a 0.14.21 headless server, our FPS/UPS is very bad, fluctuating between sub-30 to 45 while when we connect directly to an in-game MP game (via the Play/Multiplayer/Load game), we get static 50 fps (game.speed = 0.835). Take note we're playing a very heavily modded game, currently at 2.05M Entities, 32k Active.
What could possibly be the issue here?
Cheers
Headless MP performance bad compared to in-game MP
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Re: Headless MP performance bad compared to in-game MP
You can check what is costing the most CPU time by activating show_time_used_percent in the debug settings.
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- Burner Inserter
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Re: Headless MP performance bad compared to in-game MP
Thanks for the reply, but I mean, what could possibly be the cause of lower performance using the headless client instead of the game client straight up? is there any CPU/RAM/whatever features that the game client uses that the headless DOS client is unable to?Loewchen wrote:You can check what is costing the most CPU time by activating show_time_used_percent in the debug settings.
Thanks again for your time

Re: Headless MP performance bad compared to in-game MP
This doesn't really help in terms of seeing costing, I mean when your game it helps see your own and which mods are the most intensive which in the case of our server we already knew going in which would take more power compared to others but trying to find out the effects of running headless and none are what we are trying to determine for this test, and this feature yes helpful when playing is not really a helpful for determine why they both act so differently when the MP should take more, not less.Loewchen wrote:You can check what is costing the most CPU time by activating show_time_used_percent in the debug settings.