[EMAIL PROTECTED] wrote:

The updaterate is the key. Tell them to start at updaterate at 20-30. Thell
them to move it up till they start to choke and then use the last setting
before that that they didnt choke at. If they choke with it at 20 they got
ISP/Bandwidth/Hardware issues.

Choke is simply an indicator that they're not getting as many world updates as they'd like, either because your server can't or is configured not to and/or because their system or network connection can't handle it. Just because someone has a high choke number doesn't mean that something's broken or not running right. It's not like loss percentage.

If your server is running on a high-speed, low-latency network and is
running at a very high number of frames per second, then it's their
problem.  If your server is running at low frames per second, then
technically it's your problem.  While it's preferable to process and
then give out 100 or so world updates to every player, the game is still
playable at lower numbers.

Remember that if you're artificially limiting the client's rate (using
sv_maxrate) without limiting their cl_updaterate ( using
sv_maxupdaterate), then they're going to be wanting more updates than
their rate allows--even if the hardware and connection *could* keep up
at both ends.

If you can't or are not willing to provide and use the resources
(bandwidth and processing power) necessary to serve up that number of
updates, try setting sv_maxupdaterate to a lower number that matches the
rates that you're willing to allow.  If you set a max rate at 10000, for
instance, try lowering the sv_maxupdaterate to some lower number, like
35.  See how that goes.  If all complaints of choke go away, start
nudging it up until people start complaining again (will they ever not
complain?).  Then bring it back down a hair, and you know that you've
got just about as good a balance as you can get with what you can or are
willing to provide to your users.

--
Eric (the Deacon remix)

"But I don't want to be a pie; I hate gravy!" -Babs (Chicken Run)

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