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thundertwonk

Cpu usage sky rockets

10 posts in this topic

Hey all. First off this is an awesome mod and I love it..

Now onto my issue. When a player connects the cpu usage of server goes to 100% and stays there. If everyone disconnects it goes down to 20...

Ive deleted the map and started fresh and it stays arround 20 to 50. But if I reload the original map, it goes back to 100 with players connected.

Im running the latesst version of forge with TFC 78.17.

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Sometimes certain areas hog plenty of resources. I remember games where everything run more or less okay (as in, 'it was playable') except in a few areas (where I guess something was going on, possibly underground) which were bringing game to near complete standstill (2, 3 frames per second?).

Other than that, Java in general isn't most system resource-efficient, so Minecraft may cause some problems in a few situations and TFC has quite high requirements in comparison with vanilla game, something which may be slightly worked upon, but probably never will be resolved in any other way than 'your new computer is so powerful that it makes no difference'.

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How much memory do you have allocated to the server? TFC needs a minimum of 1GB of RAM to run single player smoothly, let alone a server.

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Server its self has 32Gb, the MC server is set at 6G. Still have atleast another 20G of mem that I could allocate to the MC server. MC Server ram usage avgs around 500Mb - 1500Mb..

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High CPU load in itself doesn't matter. What matters is the in-game server tick time. Try installing Opis on your server and your client. Then in-game OPs can use the /opis command which will give them a window outside of Minecraft with a ton of useful performance related information. In the summary tab you can see a real-time display of the server's tick time. This should always be below 50ms. When it goes above 50ms it means the server can no longer maintain 20 ticks per second.

Installing Opis on your server does not force clients connecting to your server to also have Opis.

You said you have 20GB of RAM available, which suggests you're currently using 12GB of RAM. That also suggests you're not running many services on that particular server. What kind of CPU does the server have?

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dual intel xeons E3-1200v2, and no there arent many services running.. Just whats required for the machine plus mysql and multicraft.

 

I think the main issue is when I break a block it delays before showing the block gone.. takes like 2 extra seconds...

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Ok final post on this issue as It seams to be resolved now... I ended up going into creative mode and pouring lava all over the ground where these 1300 horses where at, killed em all cleaned up the lava gave the server a restart and can now play free of tick lag.. It seams when I created the world and left the original spawn location, these things just re spawned and had sex like rabbits got stuck in a hole and kept going.. Just happy to have the ability to break a block with out the 2-3sec delay of it breaking.

 

Thanks,

 

David

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There was a bug in an earlier version which resulted in female horses basically being borm pregnant - this probably led to your prohblem.

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