- December 21st, 2017, 8:52 am
#117442
Please remember that Miku and I have been hosting Unturned servers for two and a half years and gone through all sorts of server setups - there is no need to doubt or over-scrutinize what we say to you guys, as we're all working towards the same objective.
We appreciate your input and criticism, however we must work within the realm of reality if we wish to make any progress on the topic at hand
Although there is some basic logic behind your suggestions, they unfortunately fall short when put into practice on proper dedicated server machines.There are really only 3 problems. The first one being that the server host would need to make sure to have enough ram dedicated for the server. Secondly, a normal hard drives might not be able to support the info from plugins and may require an upgrade to an SSD or intel optane. And lastly, Unturned is not necessarily the most optimized game. All you have to do is get past these 3 rather large obstacles and there will be no issues for running a 48 player server.It is more complicated then that buddy.
All the issues would be server side, it will run almost just the same as anyother server as long as the host can handle it.
Unturned itself has trouble processing 24 players with all of our plugins, due to purely the nature of the game and how it was designed.
There could be unexpected client issues as well.
But the biggest problem Clients would face is pure FPS lag due to having to keep rendering in where each player is.
The processing power needed to host more players increases exponentially.
- The first one being that the server host would need to make sure to have enough ram dedicated for the server.
This is not and has never been an issue for us in the past. We have a total of 64Gb of RAM in each machine, and none of them ever get close to hitting 30% RAM usage. - Secondly, a normal hard drives might not be able to support the info from plugins and may require an upgrade to an SSD or intel optane.
PH has been running SSDs on all our servers since day one, and have yet to scratch 20% of our max read/write speeds during normal operation on peak days. An M.2 SSD would be a solution to a non-issue as our current SSD's are very far from bottlenecking. - You also forgot to mention connection speed, server location, network routing and infrastructure as very important factors to consider.
However, there's nothing wrong there either. Each of our host machines has its own 1Gb/s connection, located at Choopla's New York data center, which offers first-class network routing and infrastructure. Our server bills could be effectively cut in half if we switched to a cheaper provider, such as OVH in Quebec, to be at the mercy of terrible routing that causes ping spikes and packet loss during peak hours on peak days. - All you have to do is get past these 3 rather large obstacles and there will be no issues for running a 48 player server.
We could run Washington #13 on a single machine with the most powerful Xeon E5/E7 CPU in existance, 64Gb of RAM, 512Gb SSD, 1Gb bandwidth, and run absolutely nothing but a single Unturned server on it. Hell, you can even make a 32Gb RAM drive out of of that 64Gb RAM and let the server have the machine to itself. We have already tried the configurations above, along with multiple others on multiple server machines in the past and it is clear as day that these player count issues are a software, not hardware, limitation in our case. - A hardware limitation does exist, as in the case of shared hosting and low-end servers. However, as we have already tried, tested, and proved numerous times, PH's servers well exceed all Unturned server hardware requirements. Giving our servers more juice has exactly zero effect on any of our Unturned servers. None of our server machines ever go above 70% resource usage for any resource type (CPU, RAM, SSD space, Bandwidth).
- I suggest you try and find out why Nelson originally added a 24-player limit for servers. I can assure you he didn't have Pandahut's server specs in mind, nor the fact that any one server needed more RAM or an SSD. Nelson understands the limitations of Unturned and the Unity engine, and as far as we know the 24-player limit was first implemented because all servers, no matter what specs they had, experienced lag issues at higher player counts.
Please remember that Miku and I have been hosting Unturned servers for two and a half years and gone through all sorts of server setups - there is no need to doubt or over-scrutinize what we say to you guys, as we're all working towards the same objective.
We appreciate your input and criticism, however we must work within the realm of reality if we wish to make any progress on the topic at hand

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You can get in contact with me on Discord @Mushy9001 or show your support by joining our Discord, at https://pandahut.net/discord.
You can get in contact with me on Discord @Mushy9001 or show your support by joining our Discord, at https://pandahut.net/discord.