-- [ 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

