This isn't exactly the same subject, but it's related.  Is anyone
familiar with what exactly affects "SendClientMessages" in VPROF?  I've
been testing my mod with around 46 players at a time, and
"SendClientMessages" gets up to around 40-50 ms avg time/frame.  I'd
really like to optimize that down so that I can support more players.
One thing I've found is that stopping an entity from being transmitted
via ShouldTransmit() does not reduce the "SendClientMessages" time, and
that really bothers me.  Is the networking code getting everything setup
to be sent to all players and taking up all this time even though an
entity might not be sent?  With 56+ bots running around with
"sv_stressbots 1", the most time I see "SendClientMessages" taking is
around 20 ms.  "Sv_stressbots" claims to make bots function the same as
a normal player as far as networking is concerned, but that's either not
true or something is not present with bots that is with real players.

How can I make "SendClientMessages" use less time?

Jorge Rodriguez wrote:
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[ Picked text/plain from multipart/alternative ]
No.

32 players * 256 quests * 256 objectives = 2097152 entries, and the prop
buffer is probably something like 1024. You probably don't want all of that
data in DT's because each field needs to be initialized and baselined and
all that jazz, and that would take forever and kill your load time and
network performance.

One thing I would suggest is to use the gamerules system to do this, which
is the job that it is supposed to perform anyways, and the other thing is to
use messages to do some things instead of DT's, as it allows you to optimize
what goes over the wire.

--
Jorge "Vino" Rodriguez
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