ShankyMcStabber
Refugee
Here is what we noticed.
Dedicated Server running on its own hardware (i5 4690k w/32GB ram). 2 Players connected during tests.
System #1 - Intel i7 8700k w/32gb ram 1080Ti - VLAN Connection - When problem started I would see System #2 lag-gliding around with some sound effects delayed up to 20 seconds. Zombies would move erratically away from players or not move at all while being killed.
System #2 - AMD Ryzen w/32gb ram 2070Ti - Connected over the Internet - Once the server process spiked to 40%, any action on System #1 would cause System #2 to drop to 10fps with lag (ping would jump from 24ms to 48ms). Lag and fps would return to normal the moment system #1 stopped performing actions other than moving. Completely exiting the game did not fix the issue but restarting the server would.
For testing we had matching graphical settings to ensure it was not particle/texture related.
In all cases we did not see the lag spike until we had already generated a large amount of the errors in my previous post. In a 2 hour playtest the server generated 54meg of log files due to the CheckAIRange errors.
Dedicated Server running on its own hardware (i5 4690k w/32GB ram). 2 Players connected during tests.
System #1 - Intel i7 8700k w/32gb ram 1080Ti - VLAN Connection - When problem started I would see System #2 lag-gliding around with some sound effects delayed up to 20 seconds. Zombies would move erratically away from players or not move at all while being killed.
System #2 - AMD Ryzen w/32gb ram 2070Ti - Connected over the Internet - Once the server process spiked to 40%, any action on System #1 would cause System #2 to drop to 10fps with lag (ping would jump from 24ms to 48ms). Lag and fps would return to normal the moment system #1 stopped performing actions other than moving. Completely exiting the game did not fix the issue but restarting the server would.
For testing we had matching graphical settings to ensure it was not particle/texture related.
In all cases we did not see the lag spike until we had already generated a large amount of the errors in my previous post. In a 2 hour playtest the server generated 54meg of log files due to the CheckAIRange errors.