FPS problem in Mako Reactor v2_2

Posted: January 11, 2011 by Hannibal[SPA] (Rafuron) in News, ZE FFVII Mako Reactor

Hi all.

After v2, some servers experienced a FPS drop after the “nuke”. The massive killing can cause a perma fps drop in some servers (I have like 10 ze servers in my list, and two of them had this problem).

If this happens in your server, check your config, specially the vars about the physics (I saw that if the corpses start flying and shaking, the fps problem happens).

The iCannt server solved this problem some days ago. If you don’t solve the problem, send a pm to rafuron@hotmail.com

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Comments
  1. Metro says:

    dear Hannibal i have trouble on this aswell not only me i we see it on i3d aswell fps is 70-150 but cant go over 200

  2. Kaemon says:

    Metro, we are still not sure of many things on the world of CS:S mapping. We know, for example, that some servers lag a lot on Paranoid, Mako Reactor and Helm’s Deep when they are full; and we guess its because of the big number of entities on those maps allong with the players themselves…
    However, some servers, even at full capacity (50/50 players and the like) don’t have any FPS or lag problems while playing them…

    About the “Nuke Lag”, once more, we are not fully sure of what exactly causes it; but we are pretty sure that its due to the server settings. We noticed that the servers that have big lag after a “Masive Nuke” on Mako (like Hellz server) have the zombies corpses staying for a long time, and with weird bouncing physics.

    Right now there is nothing we can do with the map to fix the problem; so I recomend you to contact whoever manages this kind of settings in your server and try to remove physics and/or bouncines from the players corpses; or make them disapear faster (or maybe all of them).

    I really hope this fixes your problem. Please let me know if you can try it out, no matter if you get positive results or not.
    Also, in case you didn’t know, most of the time the “Masive Nuke Lag” that stays for the next round, can usually be completly removed by minimizing CS:S and maximizing it again. It’s not a real solution, but you might enjoy having this little piece of knowledge.