DocHodges

Members
  • Posts

    35
  • Joined

  • Last visited

Converted

  • Gender
    Male
  • Location
    SC

DocHodges's Achievements

Noob

Noob (1/14)

3

Reputation

  1. I was able to get it working. I found a thread discussing server optimizations and used it. Basically you just need to copy and paste the info below in the engine.ini file at the end after Paths=../../../Pal/Plugins/Wwise/Content Code to Paste: ; Online Subsystem Utils Configuration ; Adjusting tick rates for LAN and Internet servers to enhance the frequency of game state updates, ; leading to smoother gameplay and less desynchronization between server and clients. [/script/onlinesubsystemutils.ipnetdriver] LanServerMaxTickRate=120 ; Sets maximum ticks per second for LAN servers, higher rates result in smoother gameplay. NetServerMaxTickRate=120 ; Sets maximum ticks per second for Internet servers, similarly ensuring smoother online gameplay. ; Player Configuration ; These settings are crucial for optimizing the network bandwidth allocation per player, ; allowing for more data to be sent and received without bottlenecking. [/script/engine.player] ConfiguredInternetSpeed=104857600 ; Sets the assumed player internet speed in bytes per second. High value reduces chances of bandwidth throttling. ConfiguredLanSpeed=104857600 ; Sets the LAN speed, ensuring LAN players can utilize maximum network capacity. ; Socket Subsystem Epic Configuration ; Tailoring the max client rate for both local and internet clients, this optimizes data transfer rates, ; ensuring that the server can handle high volumes of data without causing lag. [/script/socketsubsystemepic.epicnetdriver] MaxClientRate=104857600 ; Maximum data transfer rate per client for all connections, set to a high value to prevent data capping. MaxInternetClientRate=104857600 ; Specifically targets internet clients, allowing for high-volume data transfer without restrictions. ; Engine Configuration ; These settings manage how the game's frame rate is handled, which can impact how smoothly the game runs. ; Smoother frame rates can lead to a better synchronization between client and server. [/script/engine.engine] bSmoothFrameRate=true ; Enables the game engine to smooth out frame rate fluctuations for a more consistent visual experience. bUseFixedFrameRate=false ; Disables the use of a fixed frame rate, allowing the game to dynamically adjust frame rate for optimal performance. SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=30.000000),UpperBound=(Type=Exclusive,Value=120.000000)) ; Sets a target frame rate range for smoothing. MinDesiredFrameRate=60.000000 ; Specifies a minimum acceptable frame rate, ensuring the game runs smoothly at least at this frame rate. FixedFrameRate=120.000000 ; (Not active due to bUseFixedFrameRate set to false) Placeholder for a fixed frame rate if needed. NetClientTicksPerSecond=120 ; Increases the update frequency for clients, enhancing responsiveness and reducing lag.
  2. If I figure it out I will happily let you know and Yes Palworld. I know its possible as I have friends servers running the 120fps. The changes need to be made in the engine.ini file I know that. I will try some stuff and report back
  3. I got the server up and running last week with no issues and even edited files just fine. The question I have now is how to change from 60fps to 120fps server? I don't see the option anywhere. With steam I believe you need to add [/Script/OnlineSubsystemUtils.IpNetDriver] NetServerMaxTickRate=120 to the Engine.ini file however with it being a docker it seems to not follow the same and it doesn't work. Has anyone else attempted this and what changes did you make to get it working?
  4. I assume I know the answer to this but I have swapped my unraid build to run VIA proxmox. This way I can use my 5950x for other items but still have most cores used in unraid. I was hoping to be able to pass through something to allow the CPU to display but it doesnt seem possible. Im assuming this is the case but also curious if there is a solution.
  5. Ok thank you for the info. Thank you for the clarification. I figured as much. I guess my line of thinking was by applying some logical cores to the VM and dedicated memory maybe something was happening there but you are right I am prob just trying to find a correlation that doesn’t exist.
  6. No it’s not mounted to the array. It’s a drive I previously used as an SSD cache but ended up buying a larger drive so that drive was used to pass through to the vm. I followed one of spaceinvaders tutorials. To be honest I’m still learning as much as I can about all of this.
  7. Ok so the first parity check finished without errors. Sometimes it will do that. Now to clarify I do fully understand that on any shit down it’s possible to have errors and a correcting parity check will need to be ran. That said when I get the thousands of errors I do not shut down the PC nor has it been shut down. I will continue to recreate the issue and report back after the second parity check is completed. since this one did complete without errors I started thinking. Could it be that the windows VM could cause the issue? I have a drive passed through specifically for the VM to run at near bare metal speeds. During the last parity check I did not have the VM running. Most of the time I do. I am beginning to wonder if there is a correlation between the VM running and the tons of parity errors. Any backing to this thinking?
  8. First off I want to thank you for your support as this has been driving me crazy trying to figure out the root cause. I am running the first parity check now. Typically takes around 12-14 hours so may be a minute before I’ve got the logs but will post them as soon as I get both correction checks completed
  9. Ok so I let it run while I was out of town. Came back to 47 hours running but it appears as though no errors.
  10. Got it running. Is it normal for the memory to be reading in wrong? Says the timings are all wrong. Just want to confirm before letting it run and the test be invalid. Also looks like it’s only running a single core?
  11. Thanks for the quick reply. I will start running that now and get back with results
  12. Hey guys been using Unraid for a few years and never had an issue. Recently (around 3 months ago) I began seeing large amounts (Currently 42000+) of parity errors. I would run the parity again and it was hit or miss if it finished the second time with errors remaining. Now days it seems that the errors come on every single parity check. I have no idea if its bad memory failing drive or failing LSI SAS controller. I do not have replacements for the SAS controller nor memory to test so I am wondering if anyone would mind taking a look at my diagnostics to see what they see that may help guide me to the solution of my problem. I'm at my wits ends with this one. tower-diagnostics-20210827-0733.zip
  13. All, I am at my wits end and could really use some support. I have DuckDNS and SWAG installed as dockers for remote access to various dockers on unraid. All is working fine as I followed spaceinvaders videos. I even setup remote access allowing me to connect to my server through the "my servers" link in the forum. So with all of this working I then created a Home assistant VM. I previously had this as a docker but decided I wanted to give it a go as VM. No specific reason except to learn more about various VM implementations. The VM is setup and running fine. The issue I am having is getting remote access for it. I know I need to setup a reverse proxy for it but I am not sure how to do it. I tried to install duckdns and NGNIX from within the VM but I couldn't not get it working. I then tried to add the dns to duckdns and add that to SWAG but then I realized I have no idea how to manually configure the config file as they are all premade for dockers. How the heck can I get remote access for the VM working properly in Home Assistant while maintaining the remote access I have running through the docker containers? I have spent an embarrassingly long amount of time fighting with this for some reason.
  14. Hey Guys looks like I am having the dreaded unpacking issue with the NZBGET docker container. Does anyone know of a fix for this yet?
  15. Thanks a ton for your reply. I was assuming that /data was being mapped as mnt/user/Downloads so with lidarr I needed to map the /downloads to the same folder to see them hence the /downloads being mapped to /mnt/user/Downloads. Apparently that is not the case. Oddly that’s what I am using for sonarr so I figured it was correct. Based on the shots above how would you suggest setting it to ensure it functions properly? Edit: I believe I’ve got it. Sorry folder mapping for some reason is hard for me to fully grasp. Thanks a lot for the support Sent from my iPhone using Tapatalk