melmurp

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  1. I can confirm and thought the same thing... Proton is just Wine but something is happening under the covers with their game engine that seems to really prefer Proton over Wine as I'm seeing better performance as well.
  2. Yeah, I just realized two are vars not ports I have the dumb *edit Copied over world from wine version and it's all running fine... I'm seeing ~10-15% less cpu with the proton version but yet to have more than a few players (2) to test with.
  3. When I started the docker it tossed an error saying port already allocated and the docker cmd had 4 ports being mapped.. two dupes *edit I had to delete all four and readd them since I use different ports so perhaps that causes it?
  4. I have it running on a dual E5-2630L v2 @ 2.40GHz and it barely touches 35% usage but nose dives after 4 ppl join... yet CPU stays low. I was told... get a newer CPU... which seemed odd as.. well.. it's not bottlenecking on cpu. So now I'm trying it on a Ryzen 5 3600 to see if "newer cpu" does anything. Grabbing the proton one now... something I did see was you have multiples UDP port entries.. guessing one was for config and other for actual ports? Docker tried to allocate them twice so I just removed one set.
  5. Have you tested this with multiple users? Do you see a difference in CPU vs wine? I've only seen this being done via pterodactyl (was about to install redis and that today actually just to see) and they claim proton can run with 16 ppl on the same hardware as wine capping around 4. Again, appreciated all the work you're doing
  6. Just wanted to chime in here as well... was going to use random docker but saw this thread. Manually added the xml and fired it up... works out the box. +1 to adding some vars around Name/Pass so that step can be automated. Unrelated but during a session with 3 people the game went nuts and pegged my server to 80% across 24 cores... lasted 3-5mins. Afterwards dropped to 20%... so do keep an eye out if you see a server overloaded message during the game and report to devs to help optimize :)
  7. Just an fyi, a change in the Docker file looks to have broken this on unraid https://github.com/go-shiori/shiori/issues/546
  8. I was looking at this to replace OpenVPN containers that I set as network type of various dockers but I noticed that any container I set to the wireguard tunnel is using unraid's default DNS routing and not the wireguard provided one. Likely I'm misunderstanding but shouldn't this setting dictate what the tunnel uses? Aside from manually adding -dns to every docker using the tunnel is there some setting I'm not using correctly?
  9. Ok, let me try hardcoding the DNS... I don't see it being blocked but it's something to try. Thanks! edit... even with straight to google or cloudflare slow. If I disable dockers everything loads fine
  10. This is still an issue... do I need to contact support via email directly?
  11. Was hoping someone can explain the settings... Fixed IP address (optional): - If this isn't set it grabs a x.x.x.1 IP ENV6: Container Variable: ServerIP - What is this for if you have the ip above? Also... I'm running the test from cloudflare https://www.cloudflare.com/ssl/encrypted-sni/ The Secure DNS is unknown and SNI fails... I understand why SNI fails but what's happening with the DNS check? If I check the logs or do a lookup I see it's going to 1.1.1.1
  12. Was anything relating to docker presentation or the UI changed from 6.8 to 6.9? This started happening after I upgraded Dashboard Docker screen
  13. @ich777 Seen a lot of back and forth about mods and the Ark container. It took me a few searches and re-reads but if you just update your template with the two extra paths below everything just works out the box. When someone googles "how to add mods to linux ark" the official steps will work with your template. /mnt/cache/appdata/steamcmd/steamapps Container Path: /serverdata/Steam/steamapps /mnt/cache/appdata/steamcmd/steamapps Container Path: /serverdata/serverfiles/Engine/Binaries/ThirdParty/SteamCMD/Linux/steamapps Thanks again for all your hard work! Also thanks to fellow ark players that worked out this pathing issue
  14. Thanks guys, seems they fixed it so just need to wait for the next release https://github.com/netdata/netdata/pull/9107