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 linuxā€™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 donā€™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 donā€™t see any massive hitches in it and not really sure why these timeouts are happening. Iā€™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 seriousā€¦

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

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No they donā€™t. However youā€™re receiving 2.2 kB of script events a second, maybe look at those insteadā€¦

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

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

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

Events can grow exponentially depending on what youā€™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 secondā€¦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 sameā€¦
this backup version is nothing problem before

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

No need to spam this topic every 24hā€¦

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.