Current HWS RE 2 state. Info about Performance issues

Good Evening Dear HWS Community @everyone

sorry to ping you again and especially sorry that some of you experience exceptional performance issues.
I want to share the current situation as transparent as I can so you understand the situation a bit better I hope.

First our hardware had to be bought with the not recommended philosophy “throw money at a software issue, maybe it helps”.
With over $1600 Dollar per month, $574 Dollar / month alone for HWS RE NA, we have hardware, that should really laughs or cries about this $20 Dollar Steam game:

RE EU right now for example has 141 players playing and 136 playfields are currently loaded at the same time. Each playfield is a .exe process in Windows. It looks like this in the Task Manager:

As you can see the CPU % range goes from ~1% to 5% sometimes. If you multiply 136 by those numbers, you get the hardware usage right now. (fun fact: note the RAM consumption and multiply it… without 512GB RAM, we could not host HWS at all…)
All nodes/cores are in use and only with good CPU affinity we can survive in the first place.

So the first issue at hand is, that at the start a lot of players are exploring the universe and for almost each player, there is one open playfield. That is very luxurious so to speak. After a while, when players settle, the playfield count slows down and thus the performance goes up again.
Or different put: every time you aimlessly press K around, the hardware / the players suffer.

The other important topic is RE 2 in general. Most of you experience heavy disconnects especially during fights. Thus it gets extra emotional, if you lose your ship because of lags. So let’s check why that is.
RE 2 had the general idea, that less turrets will help with the performance. This is a big misconception or false advertisment. Because to compensate the few turrets that are out there now in comparison to RE 1, the more powerful they have to be, right.
The issue is: there is nothing more worse in Empyrion than the properties BlastRadius and BlastDamage in terms of combat performance.

I tried to illustrate it with this video (BlastRadius 10 versus BlastRadius 4 explosions):

For example, RE 2 has 3 BlastRadius 7 weapons, 10 BlastRadius 10 weapons and 19 BR: 5 weapons.
Vanilla has not a single weapon with higher BlastRadius than 4 in comparison.
Not even talking about the ExplosionDamage of devices itself, when they blew up (your reactors for example).

I hope you understand the situation better now. I try what I can to improve the situation but I can’t rework their whole config.

Thanks for your patience during those times and thank you all for being here!
Don’t hesitate to ask for help via a ticket, if you experience a bad situation.
RexXxuS

[Collection]https://cdn.discordapp.com/attachments/268062984671068160/1289303145184231650/image.png?ex=66f8549f&is=66f7031f&hm=54f1132d6bc3b4476b3bf57f14abde956772ec2b7280f2e07831a4c0293e8733&

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This is also compounded by the fact that RE2 allows shots to pass through shields now, meaning there is even more blast damage and blast radius calculations that should have been blocked by shields.

It is a double edged sword that RE2 has made way worse, IMO.

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