(WARNING: potentially mistaken personal observation and 90% speculation
ahead, as it always is when dealing with netcode due to lack of
documented facts)

As I understand it, client rates (that aren't clamped down by sv_
settings) introduce more of a bandwidth penalty than one of system load,
a client requesting/sending 100 updates a second isn't going to
magically send the server into overdrive, infact I imagine with an
untweaked server it will result in ignored or redundant position updates
at most (both ways).

If you're on a partial T1 or something, you might want to look into
clamping down rates. but if you're on any kind of decent backbone
connection it shouldn't be a problem. having managed some 1.6 servers in
the past, full of "Competitive" players with absurd voodoo magic rates -
I've never seen it cause noticible server strain, not much experience
with source though ... but I can't imagine it being too different.

I'd like to throw in a plea to valve to consider publishing a netcode
whitepaper (or similar), if they can find some poor unoccopied guy that
had a hand in the netcode development, to sit down and write it - it
would be extremely useful to players and admins alike.

Of course, it could just be a "trade secrets" issue, pity if that's the
reason these questions have seemed to have fallen on deaf ears for so long.

TrickyB wrote:

Alfred if 5 or more clients on a 20 man server had rates of 25000 or
9999,and cmd and update rates of 100 100 [seen them with 101/101]
would it
cause the server to lag?


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