That's just how Source2 works. It uses a lot more bandwidth per tick than
Source1 if you want optimal settings.

Unfortunate as it is...

Kinda sad that I max out my bandwidth on my hardware before I'd ever max out
the hardware.

On Wed, Jul 16, 2008 at 4:39 PM, Saint K. <[EMAIL PROTECTED]> wrote:

> That doesn't make sense. If I check my netgraph on 15000, I see it use
> 10K/sec, at 30000 it uses around 15K/sec, and at 50000 were the problem
> clears, it tops 20K/sec.
>
> What I just wonder, is why there is so much bandwidth usage in TF2 that I
> need to go as high at 50000 to fix the choke... I didn't use to have a
> problem with the lower rates in the past.
>
> The problem is solved now, although I don't really like the solution of the
> mass bandwidth consumption atm.
>
> Cheers anyhow!
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
> Sent: Wednesday, July 16, 2008 11:40 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Choke Problem
>
> The bandwidth skyrockets because you're forcing clients to use bandwidth
> that the source client normally wouldn't use (I think the source
> defaults are something like 10 update/10 cmd/10000 rate, but I think
> they might just default to whatever the minimums of the server are
> unless client set, afaik.) Choke will always be there unless you've set
> the proper rates. The rates you're getting in is based on the amount of
> data the server is giving to you, for instance, if you're in the middle
> of a 8v8 player firefight, you're going to hit that 15000 maxrate in no
> time, causing you to get choke, while if you're by yourself in a corner
> you likely won't hit that limitation and thus won't get choke.
>
> Basically choke is caused by the client not being able to receive the
> amount of updates that are required for your tickrate. If maxrate is set
> too low, clients will get choke, because they aren't getting the full
> amount of packets possible to ensure they're getting all player data at
> a reasonable rate.
>
> Bandwidth is going to skyrocket a bit...
>
> Remember, 10000 rate is ~10KB/s for each player at maximum (up/down.)
>
> Saint K. wrote:
> > HI,
> >
> > 1.) I adjust the client to the servers max limits to ensure proper
> testing
> > 2.) Servers available bandwidth is sufficient (100Mbps)
> > 3.) servers FPS seems in order to me (around 500fps, but fluctuating as
> > net_graph 5 shows)
> > 4.) Clients available bandwidth is good aswell (24Mbit/1.5Mbit)
> > 5.) A raw ping to the server returns under 8ms
> >
> > I have set your recommendations now, and indeed, with 50000 rate is seems
> to
> > be more or less good. One question tops my mind thought, why has the
> > bandwidth useage skyrocketed that much?
> >
> > And the other question which tops my mind is why the USA server seems to
> > have no choke issue's with just 2 players less as max, and a max rate
> > setting of 15000. Would the higher latency play a part in this?
> >
> > Cheers,
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> Cc2iscooL
> > Sent: Wednesday, July 16, 2008 7:11 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Choke Problem
> >
> > Use net_graph 5 next time. This shows the server's current FPS as sv:
> > xxx in the lower left of the graph.
> >
> > Choke depends on a lot of things.
> > 1.) Client's rate settings.
> > 2.) Server's available bandwidth.
> > 3.) Server's FPS
> > 4.) Client's available bandwidth.
> > 5.) Quality of network/latency in-between client/server.
> >
> > My recommendations:
> >
> > I have 24 slot servers and have used these rates for a while, they work
> > great for most players and if the client sets their rates properly they
> > get no choke.
> >
> > //Server Side Rates
> > sv_maxrate 50000  //Yes, 50000.
> > sv_minrate 15000  //15000 is pretty modest for slower connections but
> > fast enough for no noticable lag.
> > sv_mincmdrate 20  //20 out of 66 (tickrate) should be enough for minimum.
> > sv_maxcmdrate 67  // Doesn't need to be more than 1+ tickrate.
> > sv_minupdaterate 20  //See mincmdrate
> > sv_maxupdaterate 67  //See maxcmdrate
> >
> > //Client Side Rates (Yes, you will have to set these.)
> > rate 50000
> > cl_cmdrate 67
> > cl_updaterate 67
> >
> > I've found that I get choke with anything below 50,000 setting when
> > there are a lot of players on screen. With this setup I've yet to have
> > more than 1-2 choke in even the heaviest of firefights on my 24 slot
> > servers.
> >
> > There's another problem involved in this. If your server isn't holding
> > at least the tickrate in FPS (if your tickrate is 66 and your FPS
> > constantly dips to 20 on the server, it's not holding tickrate) then
> > you'll also get choke. Easy way to check this is while your server is
> > full (and players are active) type "stats" a few times into your console
> > (HLSW works great for this) and look at the FPS column. If your FPS
> > isn't holding 66 or better, you're going to get choke whether your rates
> > are set correctly or not. If this is the case, it's likely your CPU is
> > underpowered or the configured OS isn't configured properly for what
> > you're doing.
> >
> > Hope this helps,
> > Cc2iscooL
> >
> > Saint K. wrote:
> >
> >> Hi,
> >>
> >> We're currently experiencing a massive choke problem, and I can't seem
> to
> >> find the issue.
> >>
> >> Here is a screenshot of the net_grap 3 running;
> >> http://www.specialattack.net/downloads/choke.jpg
> >>
> >> All clients are experiencing these issues.
> >>
> >> We're having the choke issue's on both machines. One machine runs Debian
> >> Etch with a tickles kernel(2.2.23), and the other machine runs also
> Debian
> >> Etch, but with a 1000Hz/preemt kernel (2.2.26).
> >>
> >> Both the TF2 servers run around 500FPS. The CPU load on the core is
> around
> >> 60-70% tops.
> >>
> >> I've tried various rate settings, but the choke seems to be a near
> >>
> > constant,
> >
> >> even with a low amount of players.
> >>
> >> The server is connected on a 100Mbit uplink, which is without problems
> as
> >> far as we can see on the monitoring and other testing we performed. No
> >> latency spikes, packet loss etc etc.
> >>
> >> Does anyone have any tips were I should be looking to solve this choke
> >> problem?
> >>
> >> Cheers,
> >>
> >>
> >> _______________________________________________
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> >>
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> >>
> >>
> >
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> > 5:48 AM
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> >
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