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.
>
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