No. And it's will be quite hard because Uber host multiple (up to 32 is possible) game servers on one one real (don't mean physical, probably they are cloud instances) server. Neutrino said that each game server use one CPU (one processor core or HT thread), but anyway it's really hard to balance load, so your game server might lag because of other instances on same machine is using more RAM/io.
Neutrino only said that one game only use one processor core. Everything else it's based on my knowledge about game hosting and stats of my games (I collect information about game servers IP and ports). I also know that all servers currently on Windows and most of them hosted in SoftLayer data centers (you might see it on IP whois). I'm programmer and Linux admin, so I have understanding how game hosting usually works and what's problems you might meet here.
With the shear number of units that we will end up dealing with..... I think this is something that should be included in the performance stat window. Something like CPU load percentage.
Show units information is actually good idea just in case, but I think don't think that units number of units can't tell you anything. It's more important what's these units doing, because some action scene with 50 units might eat much more CPU resources on calculation than 1000 units which idling. CPU percentage isn't really say true information about game server stress even if game server got dedicated core. In ideal world game performance should only depend on how much resources it's use. But in real world where cloud servers used, there much more factors: RAM performance, I/O, HDD, OS performance, high load of nearby instances. PS: So Uber might show interesting bunch numbers, but for real they won't say anything about server performance.
Sneaking up the server IPs. Lol Well while those numbers might need to be useful for their current cloudservers they might be useful once people can setup their own servers. That's further down the line, though. EDIT: I meant "might be useless" ofc
I agree about this, any numbers might be only useful if you compare them on same hardware/software configuration, so you might see what's actually make server slower. As long as Uber won't give us 100% of technical details all these numbers saying nothing.
This request is more a "server + client MOD" idea. Maybe Uber will add it, but I think they don't like to show us their performance?
It doesn't really matter how fast they are as long as they are fast enough. I'm sure people will run PA servers on crazy fast hardware once the game is released anyway.
We can look at our back-end tools and see some of this information now. I suppose we could display it to you guys but that doesn't seem like a high priority feature at the moment. I would rather get more info about connectivity status on your screens. Behind the scenes we have been doing a lot of server optimization btw. Still plenty go.
That's already pretty easy to get. Find the connection to the PA server in net stat or resource monitor and then ping and/or trace route to the IP.
As some one that works in tech support for a living..... You basically told allot of the people out there to try to build a nuclear reactor in the garage. (Not everyone, but some.) IE: derp I might make a walkthrough on how to do that in a day or two, but if you can use Google for 'ping' and 'tracert' then you should be able to figure it out. But, a much better tool would be WinMTR. It's a super version of trace route and allot more useful.
The pings were meant to be displayed in the server browser but they have been giving weird numbers. Anyway ping almost doesn't matter at all for this game. Bandwidth does but ping could be pretty huge and the game will be fine. Since all of the servers are in well located data centers most people should have decent connections. I've played several games on Euro servers without an issue.