(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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