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Have a question..

Who really (most of the time) want's to play with only 16 people ?
If I read that right (and short of trying it out for the hell of it once in 
december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs or dm 
without issues ?

If that's true, that the realistic capping point for solid play on the source 
engine is around 16 players, then that's pretty weak and sounds like something 
that's not really going to be fixable in near term.  I don't see how this is 
going to compete with the likes of say BF2 at 32-64 (granted at about 3-4x the 
bandwidth).

________________________________

From: [EMAIL PROTECTED] on behalf of wArgOd
Sent: Tue 4/5/2005 11:25 AM
To: [email protected]
Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions



Whisper wrote:

>The Windows Multimedia Timer issue really ought to be fixed properly
>
>Maybe Alfred can have a look at it :)
>
>
>
I'm not so sure the "Windows Multimedia Timer" thing is as much of an
issue for srcds as we make it out to be.

I have observed that as long as the player sclot count is less than 16
per server the players don't have any issues at all.
Even when the game servers are mostly full and the server has 20 servers
running.
The CPU level (dual xeon) does not start creeping above 20% until over
half the available capacity is operating.
On the other hand, if I do the multimedia timer thing with 50 players
online, the CPU goes through the roof and the players begin complaining
about lag.

Seems to me like the srcds is designed for 16 players with a 65 "fps
rate" shown on the console display.
As long as this is what is happening on the server then the server can
pretty much fill up 20 servers running efficient maps.
Toss in poorly made or "stunning visual effects" maps and everything can
go to hell in a heartbeat no mater how many servers or players are online.

I guess this is good for the small server addicts. And there seems to be
a lot of them out there.
And the GSPs can sell them faster than 24 - 32 slot servers too since
the cost is usually relative to the slot count.


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