My commands are pretty basic, the biggest thing that allows us to run a lag free 64 player server is our CPU. We are using Intel's latest E3-1271v3, which turbos up to 4Ghz.

Here are the commands we use that are relevant:

sv_minrate 128000
sv_maxrate 0
net_splitpacket_maxrate 128000
net_splitrate 2
sv_mincmdrate 65
sv_minupdaterate 65
net_maxcleartime 0.01
sv_force_transmit_players 0


Force transmit is one of the biggest commands here. Changing this is the difference between 40-50fps and a PERFECT 64 fps when full. For some bizarre reason this is enabled by default, which means players across the map from each other get sent each others positional information. This is not how other games work, and it means tons of unnecessary bandwidth and CPU used. Changing this setting moved us down from an average of 150% CPU used(core usage), to around 120-130%.





On 8/12/2014 5:33 AM, L33TGaming wrote:
If we are talking about network and CPU for large player servers, here's the
commands I use to help.

Network
sm_cvar sv_parallel_sendsnapshot 1
sm_cvar sv_enable_delta_packing 1
sm_cvar sv_maxunlag 0.1
sm_cvar net_maxcleartime 0.001
sm_cvar net_minroutable 1000
sm_cvar net_earliertempents 1

CPU
sm_cvar sv_parallel_packentities 1
sm_cvar net_compresspackets 0
sm_cvar sv_multiplayer_maxtempentities 1

If Kevin C doesn't mind, could you please share with us some of your cvars
you've used to reduce CPU and bandwidth usage in order to run large scale 64
player servers?



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