2CHEVSKII
Limits current maximum tickrate based on player count to improve overall server performance

Supported Games
GameServerKingsGameServerKings

Why?

Server performance is strongly related to networking, which means the higher is update rate of the server will provide lower delays and higher CPU load. With that in mind, you can find optimized settings to allow your server operate with low delays along with reasonable load.

Features

  • Limits client to server update rate
  • Limits server to client update rate

Configuration

First number is a 'border' at which tickrate change will be triggered.

'Client' - number of player => server updates / sec

'Server' - number of player <= server updates / sec

{
  "0": {
    "Client": 30,
    "Server": 20
  },
  "50": {
    "Client": 20,
    "Server": 16
  },
  "150": {
    "Client": 10,
    "Server": 5
  }
}

Explanation

'Client' update rate means how many packets per second server will receive from every connected client (in ideal situation, because as always in networks - packets can be missed, client can freeze etc.). This mostly affects PvP and lower values will lead to increased delays between player movement, shots and other stuff. With values less than 10 - players will expirience backtracking, missed reloads and so on.

'Server' update rate means how many packets per second server will send to each connected client (same as above - ideal situation). This will also affect PvP and delays between interactions with server entities (doors opening, furnaces ignition etc.). Low values will not cause any misses in interactions, but because of delays it's not recommended to set this to lower than 5.

MIT License


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