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[L4D2] nb_update_frequency fix (Experimental)


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Uncle Jessie
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Join Date: May 2016
Location: Mind Prison
Old 08-25-2024 , 07:14   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #51

Quote:
Originally Posted by larrybrains View Post
When it drops to around 50 or below, the common infected become quite jittery and it feels like the server is struggling.
Try to play around with sm_cvar nb_update_frequency and sm_cvar z_resolve_zombie_collision_multiplier(any value different from 0.000) when testing performance

Last edited by Uncle Jessie; 08-25-2024 at 07:48.
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larrybrains
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Join Date: May 2017
Old 08-25-2024 , 18:40   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #52

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Originally Posted by Uncle Jessie View Post
Try to play around with sm_cvar nb_update_frequency and sm_cvar z_resolve_zombie_collision_multiplier(any value different from 0.000) when testing performance
I did some more testing with this and performance does increase quite a bit when I increase nb_update_frequency to 0.033 (up from 0.02) with z_resolve_zombie_collision_multiplier at 0.6 (up from 0.25), but this comes with a tradeoff.

Players that have their lerp set to 0.0 will see jittery commons with nb_update_fequency set to 0.033 instead of 0.02.

I wonder if there is any way around this so that nb_update_frequency can stay at 0.02 without sacrificing performance?

Last edited by larrybrains; 08-25-2024 at 18:41.
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BloodyBlade
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Join Date: Feb 2018
Old 08-27-2024 , 04:57   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #53

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Originally Posted by HarryPotter View Post
Launch Game -> single player (30 tickrate, no cheats, no nb_update_frequency set, all vanilla) -> alart horde -> observe how comon zombies move / collide / surround player, better record video




And then test your server 100 tick/nb_update_frequency 0.01.
Adjust z_resolve_zombie_collision_multiplie until zombies' behavior match almost the same as video



Yes, player only needs to install this extension when they set low nb_update_frequency.
(Around nb_update_frequency 0.01)
You do not need to set sm_cvar nb_update_frequency 0.01. For 66 tickrates, "0.048" is enough, for 100 tickrates, 0.24-0.36 is enough.
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Polyano
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Join Date: Jun 2024
Old 08-29-2024 , 01:05   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #54

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Originally Posted by BloodyBlade View Post
You do not need to set sm_cvar nb_update_frequency 0.01. For 66 tick rates, "0.048" is enough, for 100 tick rates, 0.24-0.36 is enough.
Currently I'm using sm_cvar nb_update_frequency "0.014" and z_resolve_zombie_collision_multiplier "0.15" in 60-tick server.

Lot of times I still see zombies do stutter, have bugged collision (sometimes a zombie got shot into the sky no kidding haha), and sometimes got problem of climbing a simple obstacle (they try to jump over it but fail and fell down and again and again...)

Would you suggest us the ideal value for 60-tick server for nb_update_frequency and z_resolve_zombie_collision_multiplier?
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 08-29-2024 , 06:05   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #55

Quote:
Originally Posted by larrybrains View Post
I’ve noticed that this extension seems to be causing significant slowdowns on my server when there’s a lot of activity in large open maps such as c2m2_fairgrounds. This issue occurs in-game on a versus server with 8 players and sometimes 4 or 5 spectators.
If you are using windows server then it's reasonable because for Windows build I disabled compiler's optimization because the extension starts crashing with it.

At this point I should have reported this issue to Microsoft by creating a topic with reproduction steps but... I can't create repro it at all.
I was trying for several hours but it's just doesn't crash outside of game and when I tried to debug it, it just showed pure nonsense.

I will look into it again tomorrow.

Last edited by BHaType; 08-29-2024 at 13:45.
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BHaType
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Join Date: Jun 2018
Old 08-30-2024 , 09:46   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #56

Updated
PHP Code:
Added auto collision multiplier based on update interval (z_resolve_zombie_collision_auto_multiplier)
Fixed common sometimes take multiple tries to climb 
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KadabraZz
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Join Date: May 2020
Old 08-30-2024 , 21:53   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #57

Could you do this for left 4 dead 1 too? It would be really nice to have that there too =)
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BHaType
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Join Date: Jun 2018
Old 09-01-2024 , 10:17   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #58

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Originally Posted by KadabraZz View Post
Could you do this for left 4 dead 1 too? It would be really nice to have that there too =)
Maybe someday
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BHaType
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Old 09-01-2024 , 10:18   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #59

Updated
PHP Code:
Fixed the collision between commons (thanks to Nuki for report
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Last edited by BHaType; 09-01-2024 at 10:23.
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Polyano
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Join Date: Jun 2024
Old 09-02-2024 , 00:54   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #60

Quote:
Originally Posted by BHaType View Post
Updated
PHP Code:
Added auto collision multiplier based on update interval (z_resolve_zombie_collision_auto_multiplier)
Fixed common sometimes take multiple tries to climb 
This one is v1.9. On my testing this made it worse, even got outright complains from the players. They instantly could tell something wrong with the commons behavior.

Settings: 60-tick, nb_update_frequency 0.014

Similar problems with the new v1.9 on default settings and edited old settings:
  • Default: z_resolve_zombie_collision_multiplier "1.0", z_resolve_zombie_collision_auto_multiplier "1".
  • Edited old: z_resolve_zombie_collision_multiplier "0.15", z_resolve_zombie_collision_auto_multiplier "0"
The problems:
  • Commons got stuck/freezed in stack (like they're glued/tied together) when they spawned at a spawn point. Very frequently happened.
  • Commons randomly just disappeared out of thin air, when they fell down or just when they're running towards you. Very frequently happened.
  • Commons got spawned in your face sometimes.

Quote:
Originally Posted by BHaType View Post
Updated
PHP Code:
Fixed the collision between commons (thanks to Nuki for report
I guess this one is v1.10, idk. I'm really afraid to test this out yet. In the meantime, I'll use the old version v1.8 although commons have stuttering problem when climbing obstacles in that one.
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