It may also have to do with cilentside configurations.
I had to lower my client graphics quite a bit (from silky smooth single) to
achieve mostly smooth multiplayer
14 guys all shooting toilets around is quiet a rendering feat

----- Original Message -----
From: "Kevin J. Anderson" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, December 02, 2004 7:35 AM
Subject: Re: [hlds_linux] Hl2dm lag?


well, honestly, think about it.  you think its going to be efficient w/
all those toilets, barrels, etc laying around, every which one
constantly needing to be tracked because they can all do damage when
tossed different directions?

thats a LOT of stuff for a server to keep track of.  hl2dm will never be
a good LARGE server game.  even w/ a monster server, lots of players
will only probably work *well* on lan, when both cpu and bandwidth is
there.

kev

DaiTengu wrote:
Ok, so I got anxious and set up a hl2dm server last night, set it to 26
players, and watched it lag like hell when 8 people or more were
connected
.. And pings skyrocketed when it hit 26. (I know that 14 is the
recommended,
but a guy can play, eh? :) )

I saw a couple options on playing with cl_smooth, but that's a clientside
command. I tried to play with the good 'ol sv_maxrate, sv_maxupdaterate
and
sv_minrate but no apparent change happened.

Is this a problem with hl2dm? Because I don't have this issue with my
CS:Source server, also running 26 players.

Machine specs:
3.2ghz Xeon w/HT
1gig RAM
100mbit connection to a stable backbone

Server uses about 60% CPU at max capacity.

I currently have the server set to 20 people, it's still quite jerky for
everyone, but as the server fills up within 3 minutes of launch, I guess
people don't mind :)


--- Mike "DaiTengu" Miller Operations Director: United Admins Ltd. http://www.unitedadmins.com

Operations Director: Clan War Ensemble
http://war-ensemble.com

Blog:
http://www.daitengu.com



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