1. Hello.
    I am having problems on my server, currently I have a modded server. When the player makes a large base with several foundations the server lag (DROP FPS from 250 to 20) when it stops building the fps back to 250. I put a height limit of 20m with the "BlockStructure" plugin but did not solve.

    List of plugins attached

    I have a dedicated server hosting 2 server rust. 3x and 5x (Problem happens more in 5x for the reason of having more large bases)

    CPU 1: Intel Xeon E5-2430
    RAM 1: 32GB DDR3 12800E-PC3L
    HD 1: 2x50GB SSD

    The Drops FPS happened only when player continues to build on large bases

    Can someone help me? Appreciate. Sorry for my bad english!
     

    Attached Files:

  2. it's zonemanager releated
     
  3. Code:
    batching.colliders          *EXPERIMENTAL* Rust batches colliders to get around the maximum collider limit. To improve server performance you can unbatch (batching.colliders 0) colliders until they reach 250k. (True)
    This may be causing it
     
  4. if there is zonemanager and lags, batching.colliders is a priori ON, it can be turned off only when colliders count is less 250k.
    BUT when you have about 150k entities it's meaned u have a lot more colliders, so it's must be turned off wisely
     
  5. unloading zonemanager when a player is building a huge base worked for my server
     
  6. Do you have BGrade installed? ZoneManager makes calls to BGrade when building, as well as CanBuild. Try ZoneManager loaded, and then without BGrade.
     
  7. Shit, yes.

    [Oxide] 00:31 [Info] Listing 66 plugins: 01 "BanditHide" (1.0.6) by mangiang (1.39s) - BanditHide.cs 02 "Better Chat" (5.0.19) by LaserHydra (2.48s) - BetterChat.cs 03 "Better Chat Mentions" (1.1.4) by Death and PsychoTea (0.01s) - BetterChatMentions.cs 04 "BotSpawn" (1.6.1) by Steenamaroo (86.42s) - BotSpawn.cs 05 "Building Grades" (0.3.12) by bawNg / Nogrod (1.39s) - BuildingGrades.cs 06 "CapsNoCaps" (1.3.4) by PsychoTea (0.02s) - CapsNoCaps.cs 07 "CarCommander" (0.2.51) by k1lly0u (39.43s) - CarCommander.cs 08 "Christmas" (1.0.9) by Kappasaurus (0.01s) - Christmas.cs 09 "ChristmasTreePresents" (1.0.1) by redBDGR (4.25s) - ChristmasTreePresents.cs 10 "CompoundOptions" (1.1.0) by rever (0.78s) - CompoundOptions.cs 11 "ConnectMessages" (1.1.9) by Spicy (0.01s) - ConnectMessages.cs 12 "Copy Paste" (3.6.4) by Reneb (14.92s) - CopyPaste.cs 13 "Corpse Location" (1.0.1) by shinnova (2.16s) - CorpseLocation.cs 14 "CovertAdmin" (1.0.6) by redBDGR (0.04s) - CovertAdmin.cs 15 "DeathMarker" (1.0.3) by redBDGR (48.07s) - DeathMarker.cs 16 "Death Notes" (5.2.21) by LaserHydra (6.38s) - DeathNotes.cs 17 "DeepWater" (1.0.7) by Colon Blow (8.82s) - DeepWater.cs 18 "DynamicPVP" (3.1.3) by CatMeat (12.07s) - DynamicPVP.cs 19 "Enhanced Hammer" (1.3.4) by Fuji/Visa (2.21s) - EnhancedHammer.cs 20 "Fishing" (1.3.6) by Colon Blow (27.35s) - Fishing.cs 21 "Friendly Nature" (1.0.1) by Bruno Puccio (3.47s) - FriendlyNature.cs 22 "Furnace Splitter" (2.1.7) by Skipcast (24.51s) - FurnaceSplitter.cs 23 "Giveaways" (1.0.7) by Absolut (0.23s) - Giveaways.cs 24 "Gyrocopter" (1.2.2) by ColonBlow (33.87s) - Gyrocopter.cs 25 "HeliControl" (1.3.1) by Shady (3.14s) - HeliControl.cs 26 "Heli Ride" (1.1.13) by ColonBlow (58.79s) - HeliRide.cs 27 "HomeRecycler" (1.2.3) by wazzzup (2.24s) - HomeRecycler.cs 28 "ImageLibrary" (2.0.30) by Absolut & K1lly0u (0.44s) - ImageLibrary.cs 29 "Admin Inventory Cleaner" (1.4.1) by TheDoc - Uprising Servers (0.01s) - InventoryCleaner.cs 30 "Item Skin Randomizer" (1.3.3) by Mughisi (26.57s) - ItemSkinRandomizer.cs 31 "Kits" (3.2.9) by Reneb (0.51s) - Kits.cs 32 "NeonSkins" (1.0.8) by Colon Blow (4.02s) - NeonSkins.cs 33 "NightLantern" (2.0.92) by k1lly0u (5.36s) - NightLantern.cs 34 "NoGiveNotices" (0.1.0) by Wulf/lukespragg (0.00s) - NoGiveNotices.cs 35 "NoSash" (1.0.0) by Jake_Rich (0.01s) - NoSash.cs 36 "No Suicide" (0.1.4) by Wulf/lukespragg (0.06s) - NoSuicide.cs 37 "Offline Doors" (1.1.1) by Slydelix (18.19s) - OfflineDoors.cs 38 "PilotEject" (1.0.27) by redBDGR (0.59s) - PilotEject.cs 39 "PlayerList" (0.3.2) by Wulf/lukespragg (0.01s) - PlayerList.cs 40 "PlayerRanks" (1.3.6) by Steenamaroo (16.67s) - PlayerRanks.cs 41 "PrivateMessage" (2.0.2) by Nogrod (0.10s) - PrivateMessage.cs 42 "Prod" (2.2.9) by Reneb (0.01s) - Prod.cs 43 "RandomSpawns" (0.2.0) by k1lly0u (0.09s) - RandomSpawns.cs 44 "RemoverTool" (4.2.9) by Reneb/Fuji (0.54s) - RemoverTool.cs 45 "Rename" (0.3.0) by Wulf/lukespragg (0.04s) - Rename.cs 46 "RustNET" (0.1.10) by k1lly0u (35.17s) - RustNET.cs 47 "AutomatedSearchlights" (0.2.15) by k1lly0u (53.66s) - AutomatedSearchlights.cs 48 "Sign Artist" (1.1.2) by Mughisi (0.03s) - SignArtist.cs 49 "SleeperGuard" (0.4.0) by Wulf/lukespragg (2.63s) - SleeperGuard.cs 50 "Spawns" (2.0.35) by Reneb / k1lly0u (0.10s) - Spawns.cs 51 "Stack Size Controller" (1.9.9) by Canopy Sheep (0.16s) - StackSizeController.cs 52 "Tank Commander" (0.1.6) by k1lly0u (146.30s) - TankCommander.cs 53 "Timed Execute" (0.7.3) by PaiN (1.65s) - TimedExecute.cs 54 "TracerRockets" (0.1.1) by k1lly0u (0.02s) - TracerRockets.cs 55 "TruePVE" (0.8.9) by ignignokt84 (45.79s) - TruePVE.cs 56 "Tsunderellas horse plugin" (1.5.1) by Tsunderella (36.72s) - TsunHorse.cs 57 "UiPlus" (1.1.3) by RedKenrok (552.86s) - UiPlus.cs 58 "Vanish" (0.5.1) by Wulf/lukespragg (maintained by Jake_Rich) (132.68s) - Vanish.cs 59 "WeaponTrajectory" (1.0.1) by Jake_Rich (95.48s) - WeaponTrajectory.cs 60 "WelcomeMessages" (1.0.5) by Ankawi (0.05s) - WelcomeMessages.cs 61 "WellFed" (1.1.5) by ColonBlow (0.01s) - WellFed.cs 62 "Where's My Corpse" (0.6.2) by Fuji/LeoCurtss (2.07s) - WheresMyCorpse.cs 63 "Wizardry" (1.0.7) by Colon Blow (39.66s) - Wizardry.cs 64 "Wounded Screams" (2.1.4) by Skipcast (2.61s) - WoundedScreams.cs 65 $R7SHLR5 - Unloaded 66 ZoneManager - Unloaded
     
  8. I'm not saying BGrade is the cause, but if you have pinpointed ZoneManager then maybe try experimenting with unloading BGrade to see if it's causing it. I'm surprised it is ZoneManager though. Rust has a lot of problems with building at the moment.
     
  9. no surprise, ZM is tracking mesh colliders trigger so when building is huge - it fires so much times, taking 1-2secs on mesh refresh with new building block in huge building - it's easy to find out
     
  10. wait untill somebody remove a huge base with /remove . players near that base will take crash with : KICKED: INVALID POSITION or KICKED:AuthTicketCanceled
    they have to update /bgrade and /removertool plugins because all my players got crashed
     
  11. What are you using Zone manager even for? I would recommend removing it unless you really need it.
     
  12. Nevermind, server still rubberbands when working on large buildings that are attached as one. I can't figure out which plugin or if its plugins at all. I've tried removing all building related plugins already.
     
  13. It's a known issue in Rust at the moment. When a building approaches 4,000 or so entities their are a number of internal calculations (can't go into detail here) that are rather inefficient and require a crazy amount of iterations. Since Rust is single threaded, unless you have a large amount of power behind your Server the entire Server will stall while these calculations are finished.

    This is why for every block that is placed, you are likely experiencing lag equal to exactly one block. So if you pause, it will stop, if you place another one it will stall for a second. Furthermore, if there are people in the vicinity such as inside the building they will then get sent updates about stability/decay throughout the structure further complicating the issue if a clan is inside the building.
     
  14. These two posts below still hold true, so if you haven't tried playing with the batching.colliders ConVar, I'd recommend doing so. The only reason it should be enabled is if you have a very high entity count and it's required:

    I have never experienced any lag issues with building since batching colliders was off, but then again, I've never had a need for it to be on. Entity count never reached that high.
     
  15. I turned off batching.colliders and it still rubberbanded.

    My ent count is only 83k with 52k colliders enabled
     
  16. Who you hosting with and is it shared hosting
     
  17. GameServers.com
     
  18. There you go thats why they are crap
     
  19. I don't think it's a server machine performance issue. My "Players vs Zombies" server can handle over 1k zombies. According to other threads and this one, it's how rust handles the high ent buildings.

    They replied back to me
    Dear Customer,

    Hello,

    Unfortunately that is an issue with how the game is designed. It would require an update by the developers to change the way this works.

    Kind Regards,

    "Kallo [GS]"
    Matthew France
    GameServers.com

    ~ The GameServers.com Team ~
    Frag. Not Lag.
     
    Last edited by a moderator: May 21, 2018
  20. Man Game Server/Frag net will ALWAYS blame the games design or you (the customer), its NEVER there fault. There servers are a hunk of junk, there system resource management is garbage and each server is over crowded. I know they are only like $10 a month but your better off moving to a dedicated box OR googling a host before blindly renting from them