I have done as you describe, and I have no argument with the fact that
such a high level of bandiwdth is used. As with you, this is why I
would like to see a whitepaper.

On 5/25/05, Whisper <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> James
>  Please play a CSS game on a high tickrate server with high rates and with
> high client rates on a connection that can download and upload data at
> 20KB/s each way or better constantly
>  Then measure using any sort of bandwidth monitor and tell us exactly how
> much KB/s gets used.
>  I've never see it go over 20KB/s either way. 16KB/s is the most down
> (measured at the client) and 12KB/s Up (measured at the client)
>  Don't take my word for it though, look for yourself.
>  I too would appreciate an in depth whitepaper on the Source Client Server
> Communications and the variables and how those variables affect client and
> server CPU/Network Utilisation.
>
>  On 5/26/05, James Tucker <[EMAIL PROTECTED]> wrote:
> >
> > 1. Those rates are destructive in CS:Source currently. Do some testing
> > on different ticrate servers, it's unlikely you will find a server
> > that will not display high choke (in net_channels) with that cmdrate.
> > On the other hand, the range 30-70 tend to offer far more reliable
> > communication. See rates info below.
> > 2. Mani admin plugin has an unfortunate ma_cexec function which allows
> > you to send console commands to remote clients. It would be entirely
> > possible to alter peoples rates with this (I have done so in
> > assistance many times). IMHO however this ability is a massive
> > security risk and also has the potential for severe abuse. For
> > example, what happens if you have a batch:
> > cexecdos.cfg{
> > ma_cexec_all host_writeconfig autoexec.cfg;
> > exec cexecdos
> > }
> > And thats without finding any exlpoitable cvars or console functions,
> > but there's the possibility of sending full unicode strings here, any
> > buffer failures could be potentially very destrcutive on a server with
> > a blackhat admin.
> > 3. Rates, AGAIN:
> > Valve said 256Bytes is roughly the max size of a game-packet (alhtough
> > I have to admit, I can no longer find the page where, so this may be
> > entirely wrong :-s).
> > updaterate at 80 for 20 players is thus roughly 400KBytes per second
> > that's your server load.
> > client load is 256*80 = 20480 or 20KBytes per second - pretty much all
> > useable of a 256kbps ADSL upload. The minrate for this should be 20480
> > Bytes per second.
> >
> > please learn to calculate rates, it's not that hard. cmdrate 101 and
> > updaterate 101 are not the be all and end all.
> >
> > On 5/25/05, Whisper <[EMAIL PROTECTED]> wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > No not really
> > > You need a plugin that can modify player variables, otherwise you are
> > > probably wasting your time
> > >
> > > On 5/25/05, Alexander Kobbevik <[EMAIL PROTECTED]> wrote:
> > > >
> > > > More and more people in our community thinks that you HAVE to run
> > > > 25000/101/101
> > > > to comply to match rules. They tell all their friends to run the same
> > > > settings.
> > > >
> > > > Running HLDS Counter Strike.
> > > > But will the server force the minimum successfully?
> > > >
> > > > I just like to know what is appropriate for internet games.
> > > > 25000/101/101 can't be normal for internet.... I hope!
> > > >
> > > >
> > > > -----Original Message-----
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
> > > > Sent: 25. mai 2005 09:12
> > > > To: [email protected]
> > > > Subject: Re: [hlds] max/min rates
> > > >
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Is it HLDS or SRCDS
> > > > sv_maxupdaterate 80
> > > > sv_minupdaterate 70
> > > > Is probably too high for a sv_maxrate 9999
> > > > Why do you want to do this?
> > > > Quite a few people may not be able to run at that high rate values for
> > > > sv_maxupdaterate sv_minupdaterate
> > > >
> > > >
> > > > On 5/25/05, Alexander Kobbevik <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > And since noone replys I will try to answer my own question.
> > > > >
> > > > > Yes Alexander, I believe it must be like that, or else it would be
> > > > > something wrong!
> > > > > But since noone knows, you should not take it for granted.
> > > > >
> > > > > And while im at it;
> > > > > Isn't sv_maxrate 25000 and sv_maxupdaterate 101 settings to use on
> > LAN
> > > > > games? How low can you go before the game suffers too much?
> > > > > Can someone redirect me to some sites where such settings are
> > listed...
> > > > > for
> > > > > internet play..
> > > > >
> > > > > Thanks all.
> > > > >
> > > > >
> > > > >
> > > > > -----Original Message-----
> > > > > From: [EMAIL PROTECTED]
> > > > > [mailto:[EMAIL PROTECTED] On Behalf Of Alexander
> > > > > Kobbevik
> > > > > Sent: 24. mai 2005 10:38
> > > > > To: [email protected]
> > > > > Subject: [hlds] max/min rates
> > > > >
> > > > >
> > > > > Hello,
> > > > >
> > > > > sv_maxrate 9999
> > > > > sv_minrate 8000
> > > > > sv_maxupdaterate 80
> > > > > sv_minupdaterate 70
> > > > >
> > > > > Will this make sure all clients are within 8000-9999 and 70-80 on
> > > > > those settings. Or will the server try to send this minimum to
> > clients
> > > > > who will reject most of it if they have lower settings?
> > > > >
> > > > > Is there a server side setting for that cmdupdaterate thingy too?
> > > > >
> > > > >
> > > > > -Alex
> > > > >
> > > > >
> > > > > _______________________________________________
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> > > > >
> > > > >
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> > > > --
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