I wholly support the request for a whitepaper, as I have been entirely
dissatisfied by poor and completely non-technical responses to my
carefully put together technical questions.

On 5/25/05, Jordan Barker <[EMAIL PROTECTED]> wrote:
> (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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