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Dual CPU Dual Core Opeterons FTW :p

1 SRCDS per core effectively

I would get lynched if I tried to pull 100 tick off our public CS:S servers
now

On 4/28/06, Ian mu <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Pretty much the same as us really, we just go for 66tick, have tried 33 &
> 100, and 66 seems to be the sweet spot for least amount of problems
> (100tick
> maybe more client issues as well though I often suspect).
>
>
> On 4/27/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> >
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Those are our recommendations for competition servers, but we wish the
> > leagues would allow other cl_interp #s, but it's not up to us.
> >
> > For public servers, we just cannot recommend 100 tickrate.  We just get
> > too many complaints door and other problems (since the September update
> > I believe). For pubs we just recommend 66 tickrate.
> >
> > Whisper wrote:
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > This is what we do currently:
> > >
> > > Windows OS
> > > Kernel Timer Resolution 1000Hz
> > > 100 tickrate
> > > 600 fps_max
> > > 30000 sv_maxrate
> > > 5000 sv_minrate for small servers 7500 for 40 player servers
> > > 100 sv_maxupdaterate
> > > 0 sv_minupdaterate (because of that strange lag problem if the fps
> drops
> > > even for an instant and then goes straight back to 500fps)
> > >
> > > We enforce cl_interpolate 1 and cl_interp 0.1 with zBlock (We have to
> > cater
> > > for users from 56Kbps to 24000Kbps connections who can be up to 4000KM
> > away
> > > from the servers)
> > >
> > > We also enforce ranges of rate values on clients mostly so people are
> > not
> > > blaming us for their shit house in game playing experience
> > > rate 6000 - 30000
> > > cl_updaterate 35 - 100
> > > cl_cmdrate 35 - 100
> > >
> > > As much as you may like to quote the official documentation, the
> reality
> > > does not always match what the official documentation says is supposed
> > to
> > > happen i.e. bugs or "features" that remain undocumented.
> > >
> > > I for one would almost kill for a complete Game Packet, UDP Segment,
> IP
> > > Packet break down of SDRDS/HLDS client server communications along
> with
> > the
> > > effects of changing various settings for highly optimised low latency
> > > lossless high speed LAN networks to the unoptimised slowest worst case
> > > scenario networks rather than using trial and error as the method for
> > > verifying the best for the circumstances settings.
> > >
> > > On 4/28/06, James Tucker <[EMAIL PROTECTED]> wrote:
> > >
> > >> I think the bigger issue is people not keep up to date with
> > >> documentation and updates, and meanwhile misunderstanding the netcode
> > >> in general. I moved away from this mailinglist for a long time due to
> > >> the continual pointless arguments of this nature. I think the
> > >> documentation is clear, if you read valves documentation in their
> > >> wiki, then read carefully what each cvar says as you type it without
> a
> > >> value.
> > >>
> > >> There are things I still see very commonly abused though (why I'm
> > here):
> > >>
> > >> 1. There is no maximum to rate or sv_maxrate. Read the cvar docs and
> > >> compare to the cl_cmdrate/cl_updaterate cvar docs. Attention to
> detail
> > >> people, and don't read old CS 1.6 docs for advice on the Source
> > >> engine.
> > >> 2. cl_smooth is still being recommended set to 0 by many people -
> this
> > >> was fixed YEARS ago now (check the update logs), and the server does
> > >> cl_smooth 1, so if you have cl_smooth 0 on your client, your view
> WILL
> > >> DIFFER from the servers view.
> > >> 3. Optimising with client settings far from defaults is ALWAYS going
> > >> to seperate you from Valves internal testing procedures (how they
> > >> optimise the game) which will use some form of the defaults!
> > >> 4. rate and sv_maxrate are still being set to low by most people due
> > >> to these imaginary 'limits'. This causes choke. Beware setting them
> > >> too high causes loss. If you don't know the difference you need to
> > >> learn.
> > >> 5. cl_cmdrate is being recommended too high still. In the same way
> > >> that you don't set a server sv_maxupdaterate to 100 if the server is
> > >> doing 64fps on a 100tick setup, you don't set cl_cmdrate higher than
> > >> your average client fps if you don't want client generated choke
> > >> (which will drop bullets!).
> > >> 6. No accounting for protocol overheads - check the size of the real
> > >> data flow to and from your servers, there's some un-accounted for
> data
> > >> there than when you get a pile of clients running updaterates at your
> > >> tick, you'll start to use more data than you were originally
> expecting
> > >> - I've been recommending using 10-20% boundaries to my clients for
> > >> years anyway.
> > >> 7. Use QoS services to prioritize your data!
> > >> 8. 100 tickrate is above and beyond the call of duty. There are very
> > >> few humans who can quantize anything at 100Hz. Furhtermore, latency
> > >> flux is greater than 0.01ms in almost ALL cases of internet server,
> > >> therefore this is quite silly anyway, it's wasted data as the next
> > >> tick could well arrive before the last!
> > >> 9. cl_interp - I don't know how, after good references now have
> decent
> > >> pagerank and are referenced in a lot of core reference docs that
> > >> people don't get this yet. And yet there are now server side plugins
> > >> that lock you to cl_interp 0.01 - this only feels good if you set
> > >> cl_smooth 0, suprise suprise, because it's extrapolating, not
> > >> interpolating. At a client fps of 20-30 you might not even notice,
> but
> > >> it's there. The interpolation, prediction, and smoothing engines WORK
> > >> REALLY WELL, so leave them on, and as has been noted in the past, the
> > >> server generally runs them ALL, so for a server-client aligned world
> > >> view, you want to run them.
> > >> 10. cl_smoothtime is a capping value, like sv_maxrate and rate - they
> > >> don't affect anything until the controlled variable approaches the
> > >> value of the cvar. In other words, sv_maxrate 20000 generally does
> > >> nothing if you use cl_updaterate 10.
> > >> 11. dump net_graph! net_graph does not give you accurate values. I've
> > >> seen servers out there which register 0.1 loss permanently in
> > >> net_channels, and net_graph shows nothing at all. The client-server
> > >> consistency is heavily affected by this loss and many of you would
> > >> never find out whats causing it.
> > >>
> > >>
> > >> Locking variables does not solve any of the above problems. The
> > >> problems of the communities are:
> > >>
> > >> 1. Ego - players can't accept having a bad day.
> > >> 2. Sheep - players listen too much to random forum posts rather than
> > >> finding out real information - reading 'rate' and 'cl_updaterate' and
> > >> understanding in detail what the cvar documentation says and doesn't
> > >> say is a perfect example.
> > >> 3. Name clobbering - as there are common cvar names between cs 1.6and
> > >> cs:s there is alot of clobbering of names and people read the wrong
> > >> documentation, what's worse is this has spread to the hl2dm
> > >> communities.
> > >> 4. HSPs / GSPs don't generally understand much better and often give
> > bad
> > >> advice.
> > >> 5. Variables outside of workable settings should not be able to be
> > >> set. Setting cl_cmdrate < 10 no longer works. Setting rate really low
> > >> works really fine aslong as your server admin hasn't set moronic
> > >> settings and your client doesn't do something like cl_interp 0.01.
> > >> 6. Lack of cohesion in thinking - there are plenty of setups that
> will
> > >> feel smooth, if you're going to choose someones advice to follow,
> > >> follow all of it, not a part from here a part from there.
> > >> 7. Major leagues carry community thinking - some of the major leagues
> > >> have very incorrect settings which they are pushing out as "league
> > >> standards". Please, get some computer scientists or engineers to do
> > >> the real engineering work, inference without understanding is called
> > >> guessing.
> > >>
> > >>
> > >> On 26/04/06, Biscuits <[EMAIL PROTECTED]> wrote:
> > >>
> > >>> It would create more as well.
> > >>>
> > >>> On 4/27/06, Andreas Grimm <[EMAIL PROTECTED]> wrote:
> > >>>
> > >>>> and why ?
> > >>>>
> > >>>> -----Ursprüngliche Nachricht-----
> > >>>> Von: [EMAIL PROTECTED]
> > >>>> [mailto:[EMAIL PROTECTED] Im Auftrag von Hans Vos
> > >>>> Gesendet: Mittwoch, 26. April 2006 16:27
> > >>>> An: [email protected]
> > >>>> Betreff: Re: [hlds] Re: Server tickrate suggestions
> > >>>>
> > >>>> VALVE should just lock the tickrate on 66, would save us all a lot
> of
> > >>>> headaches.
> > >>>>
> > >>>> --
> > >>>> Kind regards,
> > >>>>
> > >>>> Hans Vos
> > >>>>
> > >>>>
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> > >>>>
> > >>>>
> > >>>>
> > >>>>
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> > >>>>
> > >> please visit:
> > >>
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> > >>>>
> > >>>>
> > >>> --
> > >>> Biscuits
> > >>>
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> > >>>
> > >> please visit:
> > >>
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> > >>>
> > >>>
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> > >>
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