I need to find FXServer.exe to view thread lifetimes using Windows Performance Analyzer (ETW).
But as I run the server using a .bat file, it doesn’t appear.
I tested using txAdmin, but it doesn’t appear either.
Is there any other way or suggestion to help me?
It shouldn’t ‘appear’ in the ‘Generic Events’ section, only in the ‘CPU Usage’ section. Upload the trace file if you don’t know how to interpret them, though you might’ve configured something incorrectly as the ‘CPU Usage’ chart seems fairly empty, or you’ve not captures your actual server.
I didn’t know this option existed, I’ll leave it set to false like you mentioned to see the changes that will occur.
Do you have any other suggestions that we could make to reduce this time spent on the network card? Currently we only have one other machine for the nginx pro proxy to download the scripts and mods.
Maybe host the voip and database externally? Would there be options to reduce this time spent on the network card?
VOIP would probably help. But database, no. (Assuming you’re running it locally currently).
I’m not sure how the spacial stuff is worked out for voip and how much traffic that is, but offloading voice to another server would reduce traffic on the game servers nic.
As for the database stuff, if hosted locally, you won’t be using the nic for local traffic. But if you offloaded it to an external server, that would increase latency and also network traffic doing those queries.
I could be wrong about all this, but as far as a networking/server aspect of things the above should apply. However, I’m not 100% certain about the VOIP stuff as I dunno how fivem handles that data/traffic.
I’ve also been having this issue. With more than 800 players some data isn’t getting synced with the server.
Like @yWilliam said, for some players their GetPlayerPed(src) returns 0.
I’ve tried switching to linux but the issue was still exactly the same, so I came back to Windows.
Also this RPC native GiveWeaponToPed after that player count sometimes doesn’t work (and the ped is valid)
Some other issues are vehicles getting deleted with a player inside, and vehicles being only visible to a certain player altough they are Networked. Both of this issues occur with valid players that are not in that weird state solo session.
I’ve recorded some ETW Traces with the hope of finding the cause of this issue.
I don’t think there is anything we can really do in this regard here (regarding non-performance bits, i.e. everything after the recent bump in this topic: nowhere before was any sort of ‘solo session’ mentioned, perhaps @yWilliam bumped the wrong topic?).
‘Traces’ or other logs that commonly are provided won’t help at this scale, and there’s so many different issues going on with multiple potential different root causes, that without direct access to an environment experiencing these issues (at the exact moment they start occurring!) there’s really nowhere we can even start, and even with access it’d be a lot of wild guesses at best.
If anyone in an aligned time zone and without much of a language barrier would be up for such investigation and could give access to whatever (and ideally is in touch sufficiently with players that they can ask some players for followups) that’d really be appreciated since a lot of these issues are impossible to experience let alone replicate outside of ‘real’ game scenarios.
Ik am having the same issue but this happens when I reach 240 players, I have a roleplay server which has a decent a lot of scripts.
I have used several tools to check several scripts using TriggerClientEvent which has been found to cause network issues in the past but all of my scripts seem to not overuse it nor sends to many players( -1) too often.
I have talked with the owner of my hosting company several times and he keeps saying it is a script and not a problem on his end. I have tested rigorously and cannot find a solution to this.