Massive Timeouts after 50/64 players and uptime 2h30

Windows, one of the builds released within the last few days

that was know is not windows or linux’s problem
Before can 100+ players in my server and everything is normal, now only 50+ players most of the people will timeouts
This problem is suddenly happening and I don’t know why

We keep getting mass timeouts when going over 80+ players, we were fine at 75 slots. Here is an ETW trace that was traced for ~5mins and had 2 mass timeouts. I don’t see any massive hitches in it and not really sure why these timeouts are happening. I’ve optimized my server performance quite well imo, much better than what it used to be.
https://www.cmgforums.com/etw/2019-07-28_13-47-14_root.etl

The ping also spikes up to 400ms, or just 0 as it has no communication with the server during this time in netgraph

netEventLog shows no spamming of events

Also getting

network thread hitch warning: timer interval of 171 milliseconds
network thread hitch warning: timer interval of 173 milliseconds
network thread hitch warning: timer interval of 261 milliseconds
network thread hitch warning: timer interval of 179 milliseconds
network thread hitch warning: timer interval of 245 milliseconds
network thread hitch warning: timer interval of 445 milliseconds
network thread hitch warning: timer interval of 283 milliseconds
network thread hitch warning: timer interval of 212 milliseconds
network thread hitch warning: timer interval of 271 milliseconds

at the same time of these timouts

Oh and as you asked for server specs, we run

Processor: Intel Xeon E3 1270v6 - 4 c / 8 t - 3.8 GHz / 4.2 GHz
Memory: 32GB
Disk: SATA
Network: 1 Gbps

which I believe is more than enough

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I think we need post a new topics
this problem is so serious…

I find is mass msgPackedClones cause players timeouts…
anyone know how to fix this? I need help PLEASE!><

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No they don’t. However you’re receiving 2.2 kB of script events a second, maybe look at those instead…

Idk why my server have mass receiving
Is it caused by resources?
but this problem is only happens when having 50+ players
30~40+ players is normally

i’am resolved this problem use i7 processor because fivem shit fxserver.exe want good processor and not support xeon processors

I think is not cpu’s problem
bcz im using I7 7700k
did you change any thing settings? or remove some resources?

Events can grow exponentially depending on what you’re doing. TriggerClientEvent to -1 (all clients) for example will consume more cycles at 50 players versus 30, for example.

Couple a whole bunch of those events and even a few poorly written scripts (like say, triggering updates to all clients every second…or requesting data from clients every second) can cause problems very quickly.

so this problem is cause from resouces?

I change to my old backup test, but is same…
this backup version is nothing problem before

This problem is happen on my server 3 weeks
tested everything but problem same have…
I have no idea now
very need help me fix :sob:

No need to spam this topic every 24h…

You are not alone, a lot of server have this issue, so we need to wait anwser from fiveM or other dev/moderator.

So be patiente please.
And when you have new log or anwser come back and share.