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The other thing as well is, guess which damn servers require you to have the
highest rates because of the amount of information that has to be sent.

Its not little 10-12 player servers where the maximum amount of things
changing is going to be minimal, its going to be when you have 32 players
running around throwing flashbangs, smoke grenades, HE's, and shooting people
and moving about.

(image)
----Original Message Follows----
From: "Napier, Kevin" <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: "'[EMAIL PROTECTED]'" <[EMAIL PROTECTED]>
Subject: RE: [hlds] 32 Player Servers
Date: Wed, 11 Aug 2004 21:08:20 -0400
Which begs the question, why did they change the max number players for
CS:S?
I really was not aware that they have.  But the anwser is probably because
(lets hope to god) the hlds2 code was designed to properly support it, plus
it's what the market wants.
-----Original Message-----
From: Whisper . [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 11, 2004 7:26 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] 32 Player Servers
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The thing is, I have less HLDS processes, and I can have less players than
my
other settings, and still end up with a terrible user experience!
Which is extremely annoying.
As for defaults, the defaults are setup to suit the lowest common
denominator,
does anybody here who knows what the hell they are doing advocate the use of
default settings if they are running servers from a proper data center which
were created to cater to their broadband client base?
Does anybody advocate using defaults unless you are forced to because you
don't have the bandwidth or hardware which we do have plenty of in both
cases?
At least you confirmed what I knew before, is that as soon as you get past a
certain level of player numbers per HLDS, you are stuffed.
Which begs the question, why did they change the max number players for
CS:S?
32 player servers are problematic enough as it is!
----Original Message Follows----
From: "Napier, Kevin" <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: "'[EMAIL PROTECTED]'" <[EMAIL PROTECTED]>
Subject: RE: [hlds] 32 Player Servers
Date: Wed, 11 Aug 2004 18:58:50 -0400
Whisper, there are many people who run multple 32 player servers on that
type of config without serious issues.  You may want to try splitting your
2*32 instances to different cpu's, and make sure your server nic's handle
there own processing, though I'm sure you probably have already addressed
that.  You simply thought can't expect to run 4*32's of cs with max settings
you listed.
It almost sounds to me like the closer to valves defaults you go the less
you have a problem, imagine that.  I imagine valve tests things with
default, or near default settings.
But in general, yes hlds has always had some issues above the 24ish player
mark, always has, always will to some degree.  As for the future nobody
knows.
"Stupid me, not Logarithmic, exponential!" .. ahhh we knew what you meant!
:-)
-----Original Message-----
From: Whisper . [mailto:[EMAIL PROTECTED]
Sent: Wednesday, August 11, 2004 6:39 PM
To: [EMAIL PROTECTED]
Subject: [hlds] 32 Player Servers
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Has Valve ever answered why you cannot run 32 player HLDS easily?
How many of you have had experience running 32 player servers?
Is your experience the same as mine?
Setup:
Dual 3GHz Xeon with 2GB of RAM and Windows 2000 (All our CS servers are
either
Dual 2.8's or Dual 3.0's with 2GB or RAM and Windows 2000 and Windows HLDS)
Server Settings:
sv_maxrate 20000
sv_maxupdaterate 100
sys_ticrate 1000
Metamod, AMX Mod-X, United Admins Ping Booster (Default Settings)
We can easily run 8 * 12 player servers or 6 * 18 even on Aztec, no lag
problems no nothing. It works great so long as the network doesn't have any
problems, which is rare.
Trying to run those settings on that hardware with even just 2 * 32 player
servers = worst playing experience ever (well almost) because the CPU usage
increases at a logorithmic rate for every player that joins over the 20-22
player mark!
The only way to fix it is to halve the sv_maxrate & sv_maxupdaterate and
sys_tic back to default and no ping booster at which point we can run 4 * 32
on the one box pretty easily!
So far nobody has been able to explain why or at least I have not seen an
explanation why, and either nobody else runs 32 player servers or at least
nobody who does will reply.
So
1) What is the deal with 32 player HLDS'?
2) If this is what the current HLDS is like, whats it going to be like for
40
player HLDS for CS:S? Im not holding out much hope, unless any of you have
some Quad Xeons out there and CS:S is multi-threaded and setup to run on
multiple CPU's!
Does Valve actually test their shit out with anything but default settings?
Where default settings equals catering to the lowest common denominator,
which
is not what you really care about when you setup a gaming service that is
meant to cater for broadband users and to attract broadband users to your
ISP!
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