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FM/BG-745 · v1.00

Understanding server performance

Code
FM/BG-745
Kind
Guide
Version
v1.00 1yr ago
Views
298
Platforms
As its document
Published by
SP3 Jochem 15 Nov 2024
Last material change
v2.00 Changed the wording to be more professional and expanded to make it clearer.

You are reading v1.00, an earlier version. Read the current version

Understanding server performance

What is server performance

An Arma server is essentially an Arma game instance that doesn't show any visuals. This means that given identical hardware, the server is (generally) able to achieve better performance than the game clients. As with our own client, server performance is expressed in frames per second (fps). While the concept of a frame does not make much sense in the context of a server (a frame is the name of every image that gets sent to the screen to display), it is analogous and can be read as “updated to game world per second”. Some other games use the term “tickrate”.

 

Why care about server performance

While in the old days the server fps had a direct impact on client fps, this isn't the case anymore in later version of the game. However, that doesn't mean that server performance ins't important: a poorly performing server can still be a major detriment to the enjoyment of the players. Some of the things that are caused by poor server performance are:

  • Bad hit registration
  • Teleportation of AI/vehicles
  • Connection stability

 

What affects server performance

Below is a list of things that have a noticeable effect on server performance. More detail can be found in dedicated blocks, but in general, less of these will be better for the server.

  • Spawning things
  • AI units
  • Vehicles
  • Static objects
  • Exploding munitions/munitions with submunitions
  • Scripted audio (especially when moving)