2 mbit = metric, so 2.000.000 bit / 10 for noise = 200.000 byte/s / 24 = bit
above 8000 bytes/s per player....
With 20/30/8000, its not much interest to play on it. way better servers
around.
16 player would be 12k rate max
with full rate etc, you can have 4 players on the server:
66/66/60000 x4 = 240.000 byte/s
24 player x 60000 = 1.440.000 byte/s = 15 mbit upload for 1 server, excluding
other upload (replay, rcon, steam, spray's, etc, etc).
32 player x 60000 = 1.920.000 byte/s = 19 mbit ' ' '
Download ofc at least the same...
>________________________________
> From: lwf <[email protected]>
>To: Half-Life dedicated Win32 server mailing list
><[email protected]>
>Sent: Thursday, 22 March 2012, 14:15
>Subject: Re: [hlds] 100 TICK SERVERS
>
>Adjust sv_maxrate (max byte/s sent to individual clients) to minimize
>the ill effects when the server would otherwise have used too much
>bandwidth. For example:
>
>2 Mbit/s = 250000 byte/s
>250000 byte/s / 24 players ≈ max 10400 byte/s per player
>
>"sv_maxrate 10400"; minimize the risk of packet loss by instead
>introducing choke when packet loss otherwise could have occurred.
>Choke isn't desirable if you can avoid it but should beat packet loss.
>
>With sv_maxrate 10400 you would be playing it very safe but you would
>probably want to experiment with higher values. That will allow more
>players and action in a area without choke, but risk loss when too
>many (how many that is depends on how high you set it) players are in
>the area. Unfortunately I don't think there's any setting to limit
>bandwidth usage on the server as a whole rather then per player which
>would have been ideal for your situation. Perhaps there's a plugin
>that can adjust sv_maxrate dynamically.
>
>I also recommend you lock the updaterate to the default 20 (using
>"sv_maxupdaterate 20") since higher performance configs (that the user
>may have) will attempt to use a lot more bandwidth. I'm assuming you
>have at least as much bandwidth downstream so that should not be a
>problem. If you find yourself thinking about lowering sv_maxupdaterate
>below 20 to have the server run well then you know it's time to give
>up.
>
>On Thu, Mar 22, 2012 at 02:40, Albert Davis <[email protected]> wrote:
>> For now yes, I have a 2mbps upload which should be plenty
>>
>> On Wed, Mar 21, 2012 at 9:34 PM, hlds <[email protected]> wrote:
>>>
>>> You could run maybe two, but when full $20 says they both lag like hell.
>>>
>>> Also, I really do hope you don't think you're going to do this on a home
>>> internet connection.
>>>
>>>
>>>
>>> On 3/21/2012 8:51 PM, Albert Davis wrote:
>>>
>>> This CPU
>>>
>>> http://www.newegg.com/Product/Product.aspx?Item=N82E16819103957
>>>
>>> On Wed, Mar 21, 2012 at 8:15 PM, Cc2iscooL <[email protected]> wrote:
>>>>
>>>> You might need to be a bit more specific on the "AMD Dual Core".
>>>>
>>>>
>>>> On Wed, Mar 21, 2012 at 8:13 PM, Albert Davis <[email protected]>
>>>> wrote:
>>>>>
>>>>> I have a question on a dedicated server, I am currently running 2 TF2 24
>>>>> slot servers on an AMD Dual Core with 4GB of memory. How many servers
>>>>> could
>>>>> I technically run on this setup?
>>>>>
>>>>> On Sat, Mar 3, 2012 at 8:48 AM, admin <[email protected]> wrote:
>>>>>>
>>>>>> -tickrate 66 +fps_max 600 is all you need to use with SRCDS Frequency
>>>>>> Booster I attempted 100tick 1000fps 2 months ago with Turbine ya it was
>>>>>> smooth but didn't really matter having a 32 person 100tick 1000fps
>>>>>> windows
>>>>>> server to use rest of resources on a westmere processor took 23% of cpu
>>>>>> and
>>>>>> when playing in there i noticed that unless each user is using scripts to
>>>>>> boost there client its useless So i reduced to 600 and said it was
>>>>>> 1000fps
>>>>>> and no one noticed.
>>>>>>
>>>>>> if you cannot compile or make a frequency booster for windows you may
>>>>>> post on my forums and I'll help if you still wish to attempt 100tick
>>>>>> 1000fps
>>>>>>
>>>>>> www.wonkagaming.com
>>>>>>
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