example AsiaThailand with also some 'stange' basic settings
BUT no break as of slow IO in memory and/or disc !
run 10 hours taken:
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instrumentation | min µs | max µs | avg µs | min % | max % | avg %
total: | 23 | 272572 | 2035 | 100.0 | 100.0 | 100.0
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technic: | 2 | 33987 | 483 | 0.0 | 99.1 | 31.9
pipeworks: | 0 | 61832 | 608 | 0.0 | 98.6 | 24.6
... do I have to remember that around spawn an most gamer don't use that anymore ?
mobs_monster: | 0 | 33220 | 146 | 0.0 | 98.3 | 7.8
wielded_light: | 0 | 42710 | 139 | 0.0 | 97.1 | 5.6
unified_inventory: | 0 | 36463 | 62 | 0.0 | 97.9 | 4.2
player_api: | 0 | 34438 | 60 | 0.0 | 97.1 | 3.9
(player_api : can be taken as mtg itself 100 % base as oi it's dominance in MTG - 90%)
poshud: | 2 | 28424 | 45 | 0.0 | 97.4 | 3.2
mobs_animal: | 0 | 30178 | 56 | 0.0 | 97.8 | 3.0
default: | 0 | 42630 | 72 | 0.0 | 65.4 | 2.4
mobs_humans: | 0 | 34340 | 40 | 0.0 | 96.0 | 2.2
mobs_fish: | 0 | 31949 | 31 | 0.0 | 91.6 | 1.6
spacesuit: | 0 | 31018 | 21 | 0.0 | 96.3 | 0.8
areas: | 0 | 66457 | 11 | 0.0 | 93.4 | 0.7
fire: | 0 | 30509 | 20 | 0.0 | 92.2 | 0.6
mobs_jellyfish: | 0 | 29511 | 11 | 0.0 | 95.6 | 0.6
protector: | 0 | 8277 | 16 | 0.0 | 89.1 | 0.5
postool: | 1 | 1215 | 6 | 0.0 | 48.9 | 0.5
mobs_bat: | 0 | 3897 | 9 | 0.0 | 75.1 | 0.4
techage: | 0 | 28698 | 5 | 0.0 | 66.6 | 0.4
3d_armor: | 0 | 23638 | 6 | 0.0 | 87.2 | 0.4
sort decending by avg microseconds: top 12 ?
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pipeworks: 0 61832 608 0.0 98.6 24.6
technic: 2 33987 483 0.0 99.1 31.9
mobs_monster: 0 33220 146 0.0 98.3 7.8
wielded_light: 0 42710 139 0.0 97.1 5.6
default: 0 42630 72 0.0 65.4 2.4
unified_inventory: 0 36463 62 0.0 97.9 4.2
player_api: 0 34438 60 0.0 97.1 3.9
mobs_animal: 0 30178 56 0.0 97.8 3.0
basic_robot: 0 28874 51 0.0 92.9 1.2
poshud: 2 28424 45 0.0 97.4 3.2
stats: 0 246298 44 0.0 99.9 0.2
mobs_humans: 0 34340 40 0.0 96.0 2.2
sort decending by peak:
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biome_lib: 0 265185 6 0.0 99.6 0.2
stats: 0 246298 44 0.0 99.9 0.2
nether: 0 179631 0 0.0 77.2 0.0
xp_redo: 0 113598 12 0.0 98.9 0.6
unified_inventory_plus: 0 95301 5 0.0 99.4 0.0
node_changer: 0 83017 2 0.0 98.7 0.0
technic_worldgen: 0 69517 1 0.0 98.1 0.0
areas: 0 66457 11 0.0 93.4 0.7
moretrees: 0 63487 0 0.0 98.4 0.0
signs_lib: 0 61876 2 0.0 99.3 0.0
pipeworks: 0 61832 608 0.0 98.6 24.6
farming: 0 54071 9 0.0 98.3 0.1
start with pipeworks+technic:
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total: | 23 | 272572 | 2035 | 100.0 | 100.0 | 100.0
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technic: | 2 | 33987 | 483 | 0.0 | 99.1 | 31.9
pipeworks: | 0 | 61832 | 608 | 0.0 | 98.6 | 24.6
by avg % they (still, as most unused) take : 31.9 + 24.6 =
56.5 % of all
by avg microseconds : 483 + 608 = 1091 is
53.6 % from 2035 sum in microseconds (
as I told % is universal)
... so when they are off, like Sundays now ... the average lag of server should be half down
(what difficult to see with this max_lagEstimate ... thing)
... but fore sure, I don't have this effects from other server at 20 gamer even with 40 gamer at me: disappear build nodes, or coming back nodes after dig ...
looking further to reduce lag on my server sure I have to look the then Top 10 with mods ahead
short how it looks without pipeworks+technic - to see how % rise as of lower sum:
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instrumentation | min µs | max µs | avg µs | min % | max % | avg %
total: | 18 | 297151 | 1858 | 100.0 | 100.0 | 100.0
with top ...
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mobs_monster: | 0 | 55971 | 290 | 0.0 | 99.5 | 18.7
mobs_animal: | 0 | 27819 | 228 | 0.0 | 99.2 | 12.9
wielded_light: | 0 | 75604 | 290 | 0.0 | 97.9 | 12.7
unified_inventory: | 0 | 55421 | 108 | 0.0 | 98.3 | 9.6
player_api: | 0 | 25756 | 107 | 0.0 | 98.3 | 8.9
poshud: | 2 | 26898 | 82 | 0.0 | 97.8 | 7.4
mobs_humans: | 0 | 23437 | 80 | 0.0 | 97.7 | 5.3
default: | 0 | 73337 | 106 | 0.0 | 85.0 | 5.0
mobs_fish: | 0 | 20445 | 44 | 0.0 | 97.2 | 3.3
mobs_jellyfish: | 0 | 17295 | 26 | 0.0 | 95.0 | 1.6
spacesuit: | 0 | 27275 | 54 | 0.0 | 97.9 | 1.5
areas: | 0 | 95805 | 27 | 0.0 | 97.3 | 1.2
fire: | 0 | 27025 | 56 | 0.0 | 96.3 | 1.2
techage: | 0 | 49376 | 9 | 0.0 | 97.8 | 0.8
as see here with player_api and postool: they are still similar avg impact, as they was also in only compare MTG to poshud !
That show also here, it is possible to estimate the end lag with this % compare.
mobs_redo also fulfill the test on empty server = keep silent,
but sure USED mobs_xxx are higher, as not empty server and clear to understand, and adjustable then also
wielded_light and unified_inventory
I will test then soon also on empty server, but estimate from this results and player_api will be:
* wielded_light : 30% higher than player_api, or about 55%+ from sum
* unified_inventory : very similar to it, mean share the 45% in sum
Sorting this also in peak usage:
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areas: 0 95805 27 0.0 97.3 1.2
wielded_light: 0 75604 290 0.0 97.9 12.7
default: 0 73337 106 0.0 85.0 5.0
mobs_monster: 0 55971 290 0.0 99.5 18.7
unified_inventory: 0 55421 108 0.0 98.3 9.6
techage: 0 49376 9 0.0 97.8 0.8
mobs_animal: 0 27819 228 0.0 99.2 12.9
spacesuit: 0 27275 54 0.0 97.9 1.5
fire: 0 27025 56 0.0 96.3 1.2
poshud: 2 26898 82 0.0 97.8 7.4
player_api: 0 25756 107 0.0 98.3 8.9
mobs_humans: 0 23437 80 0.0 97.7 5.3
mobs_fish: 0 20445 44 0.0 97.2 3.3
mobs_jellyfish: 0 17295 26 0.0 95.0 1.6
I might have to take a look into top 3 as something makes those take maybe even just one time a huge amount.
Could be just the start of game ... and responsible tor this first seconds high lag - then ok.
The extract with still pipeworks and technic show in the following positions 3ff the near exact ranks then from top without this mods.
It is quit sure that this can be used ... better then estimated max_lag
and also the difference in absolute avg microseconds manual calculated % is not far from the given in profiler export also.
To take the given and also near correct avg % direct is just faster.
Those mods with:
* high average impact (avg microseconds or avg %) need more code improvement
* high peak impact might need better storage, cache or also code improvement
as a fast hint from my experience as Oracle database manager
At the end every mod could be catheterized on impact in:
* server start, load (just after empty or full server started, login, take /profiler save ?)
* empty (server / no gamer ) ... much useless work - this here
* high impact some time (peaking, if different of higher than at server start)
* avg impact on used server, mean high usage when 'used' (difficult ... maybe what is not high at empty)