Kevin Cantrell wrote:
yeh Germany is a bit far for me, but it still played fairly well...
I am testing tonight also, I password protected all but one of my pubs. and bumped the -tickrate up to 100 and fps_max to 1000 the console is showing around 512fps. I run Dual 1ghz CPU's and 2.5gb ECC ram. so I am interested if the tickrate setting will be too much when the server gets full later tonight. My server is in Dallas at a fast co-location facility right on the backbone.
If anyone wants to test it out it's 69.13.208.40:27015
--- Kyrios <[EMAIL PROTECTED]> wrote:
It's server located in germany ;) So testing from the us won't be very intelligent :P I should have mentioned that ;)
On Apr 6, 2005 1:15 AM, Kevin Cantrell <[EMAIL PROTECTED]> wrote:
I had 150 ping on your server .
so I couldn't see anything different.
--- Kyrios <[EMAIL PROTECTED]> wrote:
On Apr 6, 2005 12:44 AM, wArgOd
<[EMAIL PROTECTED]>
wrote:
Kyrios wrote:
So it must be just a subjective feeling.
Perhaps
this is supported by
the sound also beeing "smoother".
be sure to solicit opinions from a number of
players. Already done.
I bet the response will be "seems like i move
faster here", etc. Try it yourself. Server IP was in the last
email.
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I too ran tests last night on our private CS:S server . All previous netcode settings were totally stock before (fps_max 300). The only adjustments made were: > fps_max 500 > launch Windows Media player and minimize at the local console
Immediately, the FPS went from a consistent 99fps to 499.27! Keeping the previously unspecified fps_max setting (300), but running Media player yielded 299+fps. Thus, proving the media clock lock theory. Without Media Player = 99fps max regardless of fps_max setting. With Media Player = fps reflecting max_fps setting. I never made any -tickrate changes. If the objective was to increase overall fps, then this shouldn't be a necessary procedure.
My test system is a 2.8 P4e w/ 2GB on a 3Mb muxed T-1 circuit. Total player load was 10ppl. Lower loads were filled w/ bots for a minimum of 8 players at any given time. Every player noticed an improved latency by at least 10ms and commented on the improved fluidity of gameplay. The server is located in the Midwest USA and players were located across the US and Canada.
The only remaining question is how bandwidth use was altered as a result of this test? General MRTG graphs showed NO change, but since the CPU load didn't seem to change either (I run srcds as a service) *something* had to change. Did anyone else notice any throughput changes?
Kerry www.mikesmarauders.com
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