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Running a 64-player server

PostPosted: 02 Jul 2012, 17:49
by Hawkzy
Hey there everyone! :)

I'm loving the software and I'm thinking of increasing my maximum player count.
Right now, it's set to 48 and it's full as I type this. I'm writing this thread to see what server specs you would recommend for a 64-player server.

Current specs:
Debian 6 with GNOME VNC
1.5GB RAM (1.5GB Burst)
Dual core Intel Xeon CPU @ 3.15Ghz (Can be upgraded to quad core or even hexa-core if need be)
1gbit download/100mbit upload (I can get 200mbit with speedtest.net)

What resources my Lava Survival seems to be using right now:
About 300MB RAM
50% CPU (both cores, I'm assuming - it's what I'm seeing in System Monitor)
2mbit upload/400kbit download (per second)


Do you think my VPS would be capable and do you think I'd need to host 128x64x128 maps to allow a bigger space for players to build shelters?
-Hawkzy

Re: Running a 64-player server

PostPosted: 03 Jul 2012, 15:45
by dzienny
I can't really tell how much computation power you will need for 64 players. RAM shouldn't increasy too much if you are going to use same sized maps as now. 128x64x128 may be a bit too big, but it's all a matter of how much space is going to be flooded, so you can create a map of size 128x64x128 then decrese the dimensions to for example: 80x64x80 by filling the sides with a bedrock.
If now you are using max. 50% CPU then you may be able to increase the limit without changing the host. Also make sure that you have IntelliSys turned On as it should decrese your CPU usage.

Re: Running a 64-player server

PostPosted: 03 Jul 2012, 15:46
by Ultima
Can you say what the CPU % is when the lava is on his highest? (max load, like 50% of the map is coverd)

Try a 128 x 64 x 128 map with 48 people first and see how much CPU there is free on max load.

I wouldnt recommend maps bigger then 64 x 64 x 64 for lava servers.
The biggest CPU eater is the lava itself.

Bigger the maps, bigger the cpu load, bigger the server lagg.

The upload / download rate, is that with 48 people online + lava?
I peak 7mb upload with 50 ppl on a 64 map, winhout lava its around 3mb.

Re: Running a 64-player server

PostPosted: 03 Jul 2012, 17:18
by Hawkzy
I'll stick to 64x64x64 maps. Gonna up the maximum to 64 players and see how it goes. Wish me luck! :D Will update this thread with the results after six or eight hours of it running. :)

Re: Running a 64-player server

PostPosted: 03 Jul 2012, 17:24
by dzienny
Hawkzy wrote:I'll stick to 64x64x64 maps. Gonna up the maximum to 64 players and see how it goes. Wish me luck! :D Will update this thread with the results after six or eight hours of it running. :)


Good luck! ;)

Re: Running a 64-player server

PostPosted: 03 Jul 2012, 18:16
by Hawkzy
Started it up and within ten minutes, it's full. :o

Current Debian Squeeze System Monitor readings:
Image

/serverreport before Lava:
Image

/serverreport after Lava:
Image


Good so far. :D We'll see how it goes. :)

Re: Running a 64-player server

PostPosted: 04 Jul 2012, 02:37
by Hawkzy
After eight hours: round about the same usage. We're gonna stick with 64. :D

Re: Running a 64-player server

PostPosted: 18 Jul 2012, 19:16
by HelloWorldCool
Hawkzy wrote:Current specs:
Debian 6 with GNOME VNC
1.5GB RAM (1.5GB Burst)
Dual core Intel Xeon CPU @ 3.15Ghz (Can be upgraded to quad core or even hexa-core if need be)
1gbit download/100mbit upload (I can get 200mbit with speedtest.net)

What resources my Lava Survival seems to be using right now:
About 300MB RAM
50% CPU (both cores, I'm assuming - it's what I'm seeing in System Monitor)
2mbit upload/400kbit download (per second)
-Hawkzy


Well I'll say 64 players is a lot to take on 1.5 GB of ram...In comparison to my server, I have 3 GB of ram with only max set to 30 players. Your download speed and upload speed look good however. The resources will/may overlap over time unless you define the max maps loaded to be a certain number. However dzienny made the /home command which somewhat breaks this limit. Interesting - You have 2 cores which is very good.

Some settings I would suggest:
-Lowlag for sure
-rplimit max = 300
-Normal /rp = 50
-AFK Kick = 20 minutes

Other:
Turn off Restart Physics - That would be a tremendous help since physics kills...

Well I wish you good luck! :D

Re: Running a 64-player server

PostPosted: 19 Jul 2012, 22:37
by PlatinumKiller
1.5GB RAM is about 25 payers, If you wanted a really good server i'd say about 4~5GB for that many players.

Re: Running a 64-player server

PostPosted: 20 Jul 2012, 14:28
by Ultima
Ram is overrated with MCDZ.

Using 2 servers with 35 players (total 70) and using only 1.03Gb with windows 7.
Including the OS itself.

After 10 days, this went up to 1.3Gb.

Note that classic servers dont need that much ram for each player while SMP servers do.