--
[ Picked text/plain from multipart/alternative ]
The thing I have found is that to even get client IN/OUT Values to = the
tickrate of the server I had to boost the sv_maxupdate rate even when
running tickrates below 100 eg. 66, 60, 50 and 30.
 tickrate 30 is not a problem because default sv_maxupdaterate is 60
 But setting tickrate to 50 or 60 would not produce IN/OUT Values to = the
tickrate of the server unless the sv_maxupdaterate was set substantionally
higher than the tickrate.
 This is all the time with my client machine running 20000/15000/101/101
(yes I'm aware that cl_rate is supposedly invalid now, but what the hell,
may as well try to set it) and although not running at a 100fps even when I
am running at 100fps with v-sync disabled the IN/OUT Values do ot match the
values I expect to get.
 Steve Tilson, what are your client machines getting as IN/OUT Values under
net_graph 3. The last set on the far right hand side, the ones that read as
33.9/s when you connect to a server setup with defaults?

Cheers
On 5/18/05, Steve Tilson <[EMAIL PROTECTED]> wrote:
>
> Seems we have interested admins on this topic so I have more variables
> to consider.
> I have my server.cfg max_fps set to 999 and I run the srcdsbooster
> resulting in the server console displaying 500fps +/- 25.
> Using the srcdsbooster provides the performance needed to keep the
> players in the server without setting the tickrate.
> Setting the tickrate higher resulted in my not being able to run 10
> small servers (16 slots or less).
> (Note that I am not claiming a capability to serve 160 players on a dual
> xeon, about 100 is the max IMnsHO)
>
> I recall Alfred saying something about the console fps value actually
> representing the simulations per second the server is running.
> If so then it seems logical that the higher the server fps the more
> players can be served a good solid and accurate update rate.
>
> On the client side, I have 3 worksations I have run to test server
> responsiveness. One is a thinkpad notebook i use for worst case scenario
> analysis (suxors bad), a Dell P4 2.4ghz w/radeon 9800 pro for mid range
> testing, and a custom built box using the dual sli technology with 2
> nVidea 6800 cards for top-end testing.
>
> The difference between the low end and high end is obvious. The low end
> thinkpad is still playable on my servers even with a lousy 40 to 50 fps.
> The dual sli, on the other hand, gets superior fps due to the video
> setup but the update rates are also much higher. Therefore it seems the
> processing power on the client has a lot to do with this topic.
>
> So what will be the optimal settings to tweak the maximum performance
> from both the server and client?
> I have studied the data rates and have proven the high data rates serves
> no purpose since the clients never request so much data.
> I have found that the maxrate serves well at 8192. The effect is a more
> stable running server and the data transfer is more predictable. The
> servers have the players and when I ask how the performance is I never
> hear any negative lag remarks.
> I have the update rate set at 100 and the minupdaterate set to 45. The
> minupdaterate seems to be the factor that makes a lot of difference
> since it appears to make the clients update more frequently.
>
> All constructive dialog and discussion is most welcome on this topic.
>
> Many thanks....
> Steve
>
> Whisper wrote:
>
> >--
> >[ Picked text/plain from multipart/alternative ]
> >Hi guys
> > What is the most updates a second you can get a client to receive?
> > Even with the following server & client settings we can only seem to
> manage
> >66-75 updates a second according to net_graph 3
> > *Server*
> >sv_maxrate 20000
> >sv_maxupdaterate 150
> >tickrate 100
> >fps_max 300
> >18 players
> > *Client*
> >rate 20000
> >cl_rate 15000
> >cl_cmdrate 101
> >cl_updaterate 101
> >v-sync disabled
> > The Server is only 8 hops and 40 Kilometers physically away from me and
> the
> >actual wire distance would not be much further and with a consistent
> >20ms
> >ping
> > I am trying to work out how to get our servers to the magic 100 updates
> a
> >second so we can serve out data at a rate that matches the normal 100 fps
> >limit enforced on the client side, unfortunately I cannot get above 75
> >updates a second on the client side.
> > What else do I have to change?
> > Is it even possible?
> > If it is possible what settings are you using?
> > Does tickrate on one SRCDS process affect the tickrate on another SRCDS
> >process on the same box like the old HLDS sys_ticrate does?
> > Thanks
> >--
> >
> >_______________________________________________
> >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

Reply via email to