[REL] dedicated server for Windows with no GPU
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I guess you’ll be limited by upstream b/w with many online pilots before you’ll run into cpu bottlenecks on a gaming machine.
Naturally, you’ll see better performance with only one instance of BMS running on a machine than you’d observe with two.
Cheers, Uwe
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It can be usable for localhost. 4-core sandy bridge has 8 threads which only requires 3 for client. Server can use 4.
I assume BMS uses a hardcoded mutex name for the one instance check. I see two solutions here:
- run server and client as two separate Windows users and fast switch between them
- deal with it the other way, which I can’t condone here
- kill it with fire using a program
For the mutex name look for session objects with Windows tools.
sh
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Did anyone using this server experience problems wherein A-G kills only registered as ‘damaged’ in the debrief, after the campaign was active for a while?
Using this server we have had this ‘bug’ pop up consistently in two separate campaigns. BfB standalone and ITO. -
There’s experimental functionality for “mesa_glthread” that speeds up time taken for “rendering”. It doesn’t decrease CPU usage but will leave more time for logic like physics, unit behavior, campaign stuff. Anyone wants this?
Edit: for my usage - https://cgit.freedesktop.org/~mareko/mesa/commit/?h=glthread-5-rebased&id=970a000921a75c2f3c8e5736106e7eae7a625145
TODO: need enable background callability for Windows GDI. Right now it’s only enabled for Unix DRI.
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TODO: need enable background callability for Windows GDI. Right now it’s only enabled for Unix DRI.Hi Shtalik,
does this mean the new version will only improve rendering times in a WINE environment?
All the best, Uwe
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If you have DRI2 you can use the branch I linked.
It needs research whether can be made to work on GDI to begin with.
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Thank you Shtalik.
Works fine on virtual windows with no GFX card -
Loving the ability to run this so cheers for the work.
Seeing some issues, not sure if it’s due to minimizing or not but the FPS counter stops responding and it’s basically as if the server was in 2d mode. Clients connecting see no landing gear on other aircraft etc. Going to try not minimizing and see what happens as well.
What info can I provide to help out?
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Please, these dlls run under the windon server 2016?
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Loving the ability to run this so cheers for the work.
Seeing some issues, not sure if it’s due to minimizing or not but the FPS counter stops responding and it’s basically as if the server was in 2d mode. Clients connecting see no landing gear on other aircraft etc. Going to try not minimizing and see what happens as well.
What info can I provide to help out?
Minimizing should actually help. Connecting via RDP drops the framerate a lot.
Are you able to communicate with the server at all? Is it completely frozen?
Random idea – if you’re not using RDP, see if you have some monitor standby. If you have RDP, I don’t have any ideas immediately springing to mind. Other than to rebuild the .dll on top of current Mesa and Wine.
Please, these dlls run under the windon server 2016?
Sure, why not.
– Sorry for the delay.
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Hi,
our squadron use your software for 3 months without major problems on an virtual server.
The only one thing we have to complain for is the display of the frame rate and the CPU usage.
Is there any chance to make this displays removable or movable to get uncovered access to the TE selection?Thanks
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I think it’s possible using the GALLIUM options in the bat file that launches the dedi server:
set GALLIUM_HUD=fps
set WINEDEBUG=-all
set LP_NUM_THREADS=%NUMBER_OF_PROCESSORS%
set vblank_mode=0“BFB Launcher x64 SA.exe” -window -nomovie
Maybe you should try fiddling with the GALLIUM_HUD variable?
All the best, Uwe
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PS:
https://www.mesa3d.org/envvars.html
GALLIUM_HUD - draws various information on the screen, like framerate, cpu load, driver statistics, performance counters, etc. Set GALLIUM_HUD=help and run e.g. glxgears for more info.
GALLIUM_HUD_PERIOD - sets the hud update rate in seconds (float). Use zero to update every frame. The default period is 1/2 second.
GALLIUM_HUD_VISIBLE - control default visibility, defaults to true. -
It works.
set GALLIUM_HUD=0No fps or cpu-performance are displayed.
Thanks, Hoover.
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I’m very happy. Thank you very much. But [RedFlag Launcher x64.exe] is a script that is started separately. How should I run RedFlag?
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I’m very happy. Thank you very much. But [RedFlag Launcher x64.exe] is a script that is started separately. How should I run RedFlag?
It’s not possible to use this launcher on Linux due to Windows dependencies.
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It’s not possible to use this launcher on Linux due to Windows dependencies.
I don’t see any inherent problem.
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I don’t see any inherent problem.
If so all the better although it’s not expected to work with OS emulation…
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We tried and MP session in Korea strong last Wednesday and 30 minutes into the mission (11 connected players) the server crashed. (stopped responding, so sadly no crash dump files).
A mate mentioned changing the LP_NUM_THREADS to zero (I was using the number of processors), is this advised?
All the best, Uwe
EDIT: AFAIK the server was never sent to 3d but sat on the 2d map for the entire duration.
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Hi folks,
we’re having a weird issue with our dedicated server ATM (win7 64 bit prof) in that FPS go south once we enter the “Comms” part and host a campaign or TE. We’ve tried external IVC servers, setting LP_NUM_THREADS to 0 (probably only relevant when the server enters 3d?), played with the audio settings and setting the resolution to 1024x768, but nothing has seemed to help. VM wise the settings haven’t changed in ages, so I’m wondering what could be causing this.
Here’s a screenshot of the gallium FPS once we start hosting, FPS stay well around 70 when we don’t host and just enter the campaign bypassing"COMMS":
Any help would be greatly appreciated. The underlying hardware is beefy enough (HP DL380G7, 160GB RAM 2x hexacore CPUs, gigabit internet connection) and basically idles when the server is running.
All the best & thanks in advance,
Uwe