This is always an interesting discussion, in part because it seems that no one really understands how it all work on a practical basis, and Valve has never released a primer that allows us to understand these CVARS properly. Thanks for the discussion.
I run a 16 person and 10 person Win32 HL2-DM servers on a P-4 3.2 GHz w/ 1 GB RAM on The Planet pipeline in Dallas, TX. Players report some of the best performance of any HL2-DM server which is why they are both so popular. I run Mani's Mod with Pingkicker set at 250ms. Both have -tickrate 100 settings, and the following netcode CVARS
sv_unlag 1 sv_maxunlag 0.5 fps_max 500 sv_minrate 3000 sv_maxrate 25000 sv_minupdaterate 20 sv_maxupdaterate 80
I get net_graph 3 readings in both servers with the value on the far right of 16/s & 27/s on both servers from my client.
================= Then I have another 16 person Win32 HL2-TDM server on Recon Gamer in Dallas which resolves to Level3.net pipeline. It has identical server.cfg CVARS as above, but don't have command launch line access to add the -tickrate, so it is whatever the default value is. On that server I get net_graph readings of 19/s & 24/s.
I don't know what those values in net_graph really mean, except fps/ping/loss/choke, nor how server rate settings affect them. I don't have any reliable way of knowing what my optimal rate settings should be, except to look at player performance which as I said has been the best that any have reported to me for large HL2 servers.
----- Original Message ----- From: "dexion" <[EMAIL PROTECTED]> To: <hlds@list.valvesoftware.com> Sent: Tuesday, May 17, 2005 2:27 PM Subject: RE: [hlds] Most Updates a second?
Perhaps my understanding of this process is incorrect, but lets look at this a tad.
We are talking about updates a second. Ok, so if our latency to the server were to be 10, then at best all we could do would be 100updates (10 * 100=1000 or 1 second) If your latency to the server were to be 20 then the best you could manage would be 50?
I'm quite confused as to how it actually works I could be way off. ah well I am fine with 33 anyhow :) dex
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Whisper Sent: Tuesday, May 17, 2005 10:28 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Most Updates a second?
-- [ Picked text/plain from multipart/alternative ] Oh for crying out loud Source will be the death of me Anyhow I tested it out with my client set to cl_updaterate 150 cl_cmdrate 150 and couldn't get above 90 and still stuck at around the 70 updates a second. AND its only the OUT value that seems to be affected, the IN Value seems to be stuck at 66. I wish there was somebody or website that gave concrete answers to what should be straight forward questions.
On 5/17/05, Jesper Sørensen <[EMAIL PROTECTED]> wrote:
I'm not sure why this is so, but the setup your are using will result in about 60-70 updates/s.
If you want to go higher, you need to increase the cl_updaterate - Dont ask me why, 101 should be enough, but it is not.
This goes for all configurations, for some reason setting cl_updaterate=tickrate will not result in updates/s=tickrate - But cl_cmdrate=tickrate*1.4 will....very odd....
/Jesper
> -- > [ Picked text/plain from multipart/alternative ] > Hi guys > What is the most updates a second you can get a client to receive? > Even with the following server & client settings we can only seem to manage > 66-75 updates a second according to net_graph 3 > *Server* > sv_maxrate 20000 > sv_maxupdaterate 150 > tickrate 100 > fps_max 300 > 18 players > *Client* > rate 20000 > cl_rate 15000 > cl_cmdrate 101 > cl_updaterate 101 > v-sync disabled > The Server is only 8 hops and 40 Kilometers physically away from me and the > actual wire distance would not be much further and with a consistent >20ms > ping > I am trying to work out how to get our servers to the magic 100 updates a > second so we can serve out data at a rate that matches the normal 100 fps > limit enforced on the client side, unfortunately I cannot get above 75 > updates a second on the client side. > What else do I have to change? > Is it even possible? > If it is possible what settings are you using? > Does tickrate on one SRCDS process affect the tickrate on another SRCDS > process on the same box like the old HLDS sys_ticrate does? > Thanks > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds >
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