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Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 22 Oct 2011, 23:56
by nocturne
Has anybody else noticed the ManiaPlanet Dedicated Server consuming an absolutely ridiculous amount of memory on linux systems? I'm up past 300mb per server (whether empty or not), compared to less than a quarter of that with a comparable TMF server setups (which actually have players).
I honestly can't see any reason for a dedicated server in a racing game to take up any more than perhaps 100mb; so it seems that somebody messed up somewhere..

Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 23 Oct 2011, 04:22
by Flighthigh
Thats not a new Info for all Serverhoster. This discussion runs in the DedicatedServer Threads from the Startup of TM2
Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 23 Oct 2011, 09:52
by Slig
I think that actually it is more about 160/200MB specific for each process, plus 80/100MB shared (at least if they share the same files)
Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 23 Oct 2011, 19:02
by nocturne
Slig wrote:I think that actually it is more about 160/200MB specific for each process, plus 80/100MB shared (at least if they share the same files)
I don't see any evidence of servers actually sharing mem.. each server process opened takes up the same amount of memory, still typically 250-300mb.
In contrast, a windows server seems to take up no more 70mb memory, which is more comparable to the previous win/linux flavors of the tmf dedicated server. That's why I'm kinda suspicious that there's a problem somewhere...
Admittedly, though.. server operators/hosters have always been lucky that tm dedicated servers take up practically no resources and can operate within wide tolerances of latency/bandwidth -- so I can't complain too much I guess.

Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 23 Oct 2011, 21:56
by Xymph
nocturne wrote:Slig wrote:I think that actually it is more about 160/200MB specific for each process, plus 80/100MB shared (at least if they share the same files)
I don't see any evidence of servers actually sharing mem.. each server process opened takes up the same amount of memory, still typically 250-300mb.
Well, xbx stated
memory is shared. I'm running only one development server myself, so I haven't looked into it.
Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 24 Oct 2011, 18:16
by nocturne
Well, guess there's finally a reason to host on windows (3-4 times less memory consumption is a rather sizable incentive).
I'm just glad to know I'm not the only one experiencing this issue. Does anybody else have any more relevant info? One thing, at least -- the memory consumption hasn't grown at all with uptime, nor with more active players.
Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 26 Oct 2011, 16:15
by kapsubm
a lot, if not most of the memory is reserved, that seems to be the reason the memory consumation seems not to grow.
In fact, a server usually uses around 190 mb on linux, but - has reserved about 290 -320 mb of memory.
90 mb of it alone seems to be the dedicated.pak, which then shows up as shared (73 mb of it ).
Its not easy to find out how much the dedicated really uses, but for the case of a virtual server, the reserved size matters, bcause 4 servers using ~320 mb each one = 1280 mb - and thats a lot more then the "old" tmuf / tmnf servers used.
Anyway 4 full servers would create a lot of cpu usage also,
So in that case a cheap vservers would not even run 3 of them.
3 x 70 people as a sample
Re: Linux MP Ded Server -- Ridiculous Memory Consumption
Posted: 27 Oct 2011, 07:31
by nocturne
Well... I'm sure we won't be seeing many 25-50c per player slot gameserver hosting plans anymore...
Although it $#&%es me off at the moment, I'm not all too concerned. The nadeo crew always tends to work these things out... eventually...
I'm fairly certain somebody just screwed up somewhere (nobody's perfect -- just check out the first 4 releases of the FreeZone plugin, lol), or tried something new that should have been tested a bit more first; which I'm sure is caused purely by the rushed nature of the TM2:Canyon release. I'm sure things will all be worked out by the time the next TM2 environment is released (or at least they'll invent some new way to $#%& us server operators off, hehe).