EternalllZM so... glad that fixed it for you, but i use x86-64-v3
so it is likely something else as well...
For Windows? Which version of Windows?
EternalllZM so... glad that fixed it for you, but i use x86-64-v3
so it is likely something else as well...
For Windows? Which version of Windows?
You need to make sure your key is setup properly in the bat file. If you don't have a valid key or it's not in the set key=<KEY> format, it won't be able to authenticate and pull the files needed.
You mentioned local, but it looks like a call to Plutonium's servers is necessary.
Changing the Windows VM CPU type from "x86-64-v3" to "host" in Proxmox fixed the performance issue. I have a theory that the Plutonium "memory usage improvements" update introduced overhead for emulated CPU instructions. I am not 100% since Plutonium code is a black box, but it makes sense.
This is probably why the other user in the linked thread running a "Digital Ocean Droplet" is experiencing issues as well. DO must use a standardized set of CPU instructions on their VPS so they can cluster and migrate VMs across hosts. Though even KVM with near-native execution would have issues on the lower end hardware (1 vCPU, 2GB RAM).
I have not seen anything like this since the update on my 42 servers (half bo1 and half bo2)... my CPU% holds steady between 15 and 16% 24/7.
I doubt others have either, hence the lack of other server owners commenting.
Thanks for verifying. I will see if it's something on my end. I guess I over focused on the fact it started happening right as the update came where they mentioned memory/performance improvements.
Any Staff or server devs can comment on this? I'm surprised no other server owners have commented on this issue besides one. Maybe others do not update or monitor their server's resource usage? It must be the case, since the only other post is someone running on under-powered hardware to notice the lag. Their VPS neighbors on that host are probably not happy with the CPU spikes and hammering. https://forum.plutonium.pw/topic/44919/performance-optimization
Here is a new chart with the 30d metrics. It has not gotten any better. Thanks in advance.

Mostly just copying what I posted here already in the T4 section as a reply - it may be T5 as well or all of Plutonium - https://forum.plutonium.pw/post/172629
Our Plutonium gameservers have been a mess in the CPU performance department since the last two updates. Starting with the one that mentions memory improvements (r5304) and now the latest (r5314).
30 day CPU utilization average

3 month CPU utilization average

What used to be around ~20% usage with five T4 gameservers (ZM) and four T5 gameservers (ZM), is now averaging almost double with tons of spikes in the graph.
Windows Server 2025 Datacenter running in a virtual machine, 12GB RAM and 4 vCPUs allocated.
Our Plutonium gameservers have been a mess in the CPU performance department since the last two updates. Starting with the one that mentions memory improvements (r5304) and now the latest (r5314).
30 day CPU utilization average

3 month CPU utilization average

What used to be around ~20% usage with five T4 gameservers (ZM) and four T5 gameservers (ZM), is now averaging almost double with tons of spikes in the graph.
Windows Server 2025 Datacenter running in a virtual machine, 12GB RAM and 4 vCPUs allocated.
So no WINE here, but it's not just you nor the compatibility layer "jank".
Still no resolution to this issue. Will just assume that this is some kind of block from being able to transmit data via my server keys or something.
Xerxes [CODZ] Private SnD
It has a default configuration at the moment.
mxve
is the server running on a system with a different ipv4 than the one it's routed through to the public?
Different internal yes. It is behind NAT.
Does the online server list return the correct IP?
Yes, it does.
Also Plutonium servers only use UDP
I read that in the docs, but forward TCP/UDP both just in case.
Like I said, I have never had an issue previously. The only change is ISP, but that means it wouldn't effect the OVH server touching the direct internet either if I try that. Both servers have issues in completely different areas of the continent. Doesn't make sense.
It is also showing at https://plutonium.pw/api/servers when I "expand all" and Ctrl+F for the server. My friends are still reporting they cannot see it in the server browser.
mxve Awesome website, thanks for this. It does show there, but my friends cannot see it at all in-game on the server list. Would you happen to know what causes the issue in this instance?
Hairpin NAT is another term for NAT Loopback.
I have no problem identifying the servers on the same network via NAT loopback via their external listed address. However, nobody external can see them on the server list.
OVH does not have an external firewall on our instance, we own a dedicated host and run pfsense in a VM as a virtual firewall. Everything put through that router explicitly is available on the network. There are tons of other services on there touching the internet no issues.
Cannot get this server to list on the server list. I have hairpin NAT on the personal server, so I am able to see it when run it. No one else external can see the server, however.
Have tried three different platforms, one on OVH hosting one a personal baremetal server and VM. Two different routers among them (pfSense as well as a Microtik). I am forwarding 28960-28980 TCP/UDP to no avail on either platform as well as manually opening them in windows firewall.
I have tried regenerating keys as well as changing around port settings and regenerating configs... Nothing seems to work. It was working a few weeks ago, but now seems to not be working at all.
The original files were on the baremetal server, I tried working with those first to no avail. I created a VM for testing purposes and it is still not working. Eventually transferred files to an OVH host and they still refuse to list on the server list. I have never had this much of an issue with the dedicated server hosting. Has anyone else experienced this issue?
JezuzLizard Is it possible that anyone would be interested in creating a mod or game-type for this? Is there already one out there through resources I have not discovered (I tried searching the forum)? Tournament-style SnD is very popular and to not have this lowers game quality in those looking to play seriously or even casually.
All that is needed to be achieved is making sure that everyone is on the same "team" for the tournament pre-match. Not being able to even select team pre-game kinda defeats the purpose and I am astonished there was nothing programmed this way by 3arc as there is no "pre-match lobby" or "party" system on the PC version of the game compared to console. There is no way to distinguish who should be on what team by default or even through dedicated services/configurations. Very odd.
How can you change the configuration to allow non-death team changes in Search and Destroy when the game starts?
I have continually tested on how to make this happen. As it seems right now, if you change your team after the pre-game lobby has expired and the match is underway, you have an unavoidable death making any # vs # at least one less on either team.
Example: https://clips.twitch.tv/SlipperySplendidEchidnaMcaT-uPOQzRcJGmPkpQ6O
In this clip, Gobby and I have to switch teams because there is no option during pre-game lobby or any other time before the game start to select teams. However, if there is no pre-lobby, the game just begins without requiring a certain amount of players and one round is wasted anyways (from my testing). We switch teams during a 10 second period when the match starts, yet it still requires us to sit out a round due to death by swapping.
There is no real reason it should kill and make players sit out a round if the swap is done quick enough and before the first round is underway for more than 10-15 seconds. Has anyone been able to fix or troubleshoot a workaround for this issue? Nobody likes playing a 3v3 or any other certain number from a disadvantage round 1. Thanks
Just had my playercard and emblem reset to default today. So embarrassing.
Don't forget that if your stats get reset too much it resets all of your classes back to default, making you create them all over again. Very sad that even Plutonium cannot stop the same shit from happening as it does on the Steam BO1 MP.