Actually I thought that it was as much a server limitation as it is a client limitation.
The client only has to receive one set of data and send whatever the client does, a server has to send "hopefully" identical data to every player as well as cope with multiple inputs simultaneously So far I have found that the main problem with large player numbers is HLDS itself, it just doesn't cope well AND when you do have a lot of players, as you ought to know from this list, there seems to be some "feature" that kicks in around the 20 player mark that will cause the server to lag (not the client) if you set your rates too high, and this occur no less when the case for using higher maxrates and maxupdates is greatest due to larger number of changes occuring on the server simultaneously which is what happens when you have 40 people all trying to shoot each other at the same time. Suffice it to say, I've never seen a player to lag a server out, but on many occasions I have seen servers lag players out and it was not the players fault, the poor server was just dying in the arse. On Fri, 4 Mar 2005 11:17:15 -0500, K. Mike Bradley <[EMAIL PROTECTED]> wrote: > Each client gets data from the server on every other players position in the > map ... as well as a lot more data about the other player. > Each time you add a player to a game it adds a significant amount of packets > to each and every client. > > This is why we almost never see any servers set for more than 40 players. > You have to have a top notch PC and bandwidth for each client to go much > beyond that. > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of m0gely > Sent: Thursday, March 03, 2005 1:17 PM > To: [email protected] > Subject: Re: [hlds] Switching from Linux to Windows > > K. Mike Bradley wrote: > > > Even with 200 separate servers the client side requirements would be > > un-doable. > > I don't get what you mean. The client is only going to care about the > server it's connected too. If that server has 16 slots in it, then it's > no different than any other 16 slot server, even if the box has 10 other > servers on it. > > -- > - m0gely > http://quake2.telestream.com/ > Q2 | Q3A | Counter-strike > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

