Actually it doesn't sound too far off the mark

We are all familiar with how HLDS does not handle player numbers above
the 20 player mark very well as it is, and with DeathMatch being what
it is, having large amounts of people all doing things at the same
time constantly is going to lag even the most high end server
hardware.

We run 4 CS 1.6 DeathMatch Servers and we can manage 4 of them on a
Dual 3.0GHz Xeon with 2GB of RAM but they are only 16 14 16 & 18
player servers respectively and when they are all full things do get a
bit iffy.

On Tue, 21 Dec 2004 10:29:28 -0300, Marcelo de Paula Bezerra
<[EMAIL PROTECTED]> wrote:
> I wouldn't say the engine cannot handle, but is very taxing on hardware
> and network bandwidth when doing so.
>
> On Tue, 2004-12-21 at 08:22 -0500, Napier, Kevin wrote:
> > Now that's interesting if accurate.
> >
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] Behalf Of PiTaGoRaS
> > Sent: Tuesday, December 21, 2004 6:38 AM
> > To: [email protected]
> > Subject: Re: [hlds] HL2MP - Player Limit ?? 16 Players..
> >
> >
> > This was due to the game being *terribly* lagged because all the
> > people was picking and throwing objects around the map like mads.
> > The engine actually can't handle such amount of events for more
> > than 14 simultaneous players without ping spikes and laggy movement
> > for everyone.
>
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