Personally I prefer smaller servers to larger servers Larger servers are to random and cheat havens cause they can be more difficult to spot.
On Apr 6, 2005 1:55 AM, Napier, Kevin <[EMAIL PROTECTED]> wrote: > This is a multi-part message in MIME format. > -- > Have a question.. > > Who really (most of the time) want's to play with only 16 people ? > If I read that right (and short of trying it out for the hell of it once in > december.. I've not run srcds), even a 3gig xeon can't run a 32 player cs or > dm without issues ? > > If that's true, that the realistic capping point for solid play on the source > engine is around 16 players, then that's pretty weak and sounds like > something that's not really going to be fixable in near term. I don't see > how this is going to compete with the likes of say BF2 at 32-64 (granted at > about 3-4x the bandwidth). > > ________________________________ > > From: [EMAIL PROTECTED] on behalf of wArgOd > Sent: Tue 4/5/2005 11:25 AM > To: hlds@list.valvesoftware.com > Subject: Re: [hlds] Server at ~70 fps. -tickrate fps_max questions > > Whisper wrote: > > >The Windows Multimedia Timer issue really ought to be fixed properly > > > >Maybe Alfred can have a look at it :) > > > > > > > I'm not so sure the "Windows Multimedia Timer" thing is as much of an > issue for srcds as we make it out to be. > > I have observed that as long as the player sclot count is less than 16 > per server the players don't have any issues at all. > Even when the game servers are mostly full and the server has 20 servers > running. > The CPU level (dual xeon) does not start creeping above 20% until over > half the available capacity is operating. > On the other hand, if I do the multimedia timer thing with 50 players > online, the CPU goes through the roof and the players begin complaining > about lag. > > Seems to me like the srcds is designed for 16 players with a 65 "fps > rate" shown on the console display. > As long as this is what is happening on the server then the server can > pretty much fill up 20 servers running efficient maps. > Toss in poorly made or "stunning visual effects" maps and everything can > go to hell in a heartbeat no mater how many servers or players are online. > > I guess this is good for the small server addicts. And there seems to be > a lot of them out there. > And the GSPs can sell them faster than 24 - 32 slot servers too since > the cost is usually relative to the slot count. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > -- > [ winmail.dat of type application/ms-tnef deleted ] > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds