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[ Picked text/plain from multipart/alternative ]
Ian, that is why I went the whole control freak route instead.

Sick and tired of getting blamed for clients poor setups.

That and tards with dodgy rates and cl_interpolate 0 abusers.

On 4/28/06, Whisper <[EMAIL PROTECTED]> wrote:
>
> Dual CPU Dual Core Opeterons FTW :p
>
> 1 SRCDS per core effectively
>
> I would get lynched if I tried to pull 100 tick off our public CS:S
> servers now
>
>
> On 4/28/06, Ian mu <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Pretty much the same as us really, we just go for 66tick, have tried 33
> > &
> > 100, and 66 seems to be the sweet spot for least amount of problems
> > (100tick
> > maybe more client issues as well though I often suspect).
> >
> >
> > On 4/27/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > Those are our recommendations for competition servers, but we wish the
> > > leagues would allow other cl_interp #s, but it's not up to us.
> > >
> > > For public servers, we just cannot recommend 100 tickrate.  We just
> > get
> > > too many complaints door and other problems (since the September
> > update
> > > I believe). For pubs we just recommend 66 tickrate.
> > >
> > > Whisper wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > This is what we do currently:
> > > >
> > > > Windows OS
> > > > Kernel Timer Resolution 1000Hz
> > > > 100 tickrate
> > > > 600 fps_max
> > > > 30000 sv_maxrate
> > > > 5000 sv_minrate for small servers 7500 for 40 player servers
> > > > 100 sv_maxupdaterate
> > > > 0 sv_minupdaterate (because of that strange lag problem if the fps
> > drops
> > > > even for an instant and then goes straight back to 500fps)
> > > >
> > > > We enforce cl_interpolate 1 and cl_interp 0.1 with zBlock (We have
> > to
> > > cater
> > > > for users from 56Kbps to 24000Kbps connections who can be up to
> > 4000KM
> > > away
> > > > from the servers)
> > > >
> > > > We also enforce ranges of rate values on clients mostly so people
> > are
> > > not
> > > > blaming us for their shit house in game playing experience
> > > > rate 6000 - 30000
> > > > cl_updaterate 35 - 100
> > > > cl_cmdrate 35 - 100
> > > >
> > > > As much as you may like to quote the official documentation, the
> > reality
> > > > does not always match what the official documentation says is
> > supposed
> > > to
> > > > happen i.e. bugs or "features" that remain undocumented.
> > > >
> > > > I for one would almost kill for a complete Game Packet, UDP Segment,
> > IP
> > > > Packet break down of SDRDS/HLDS client server communications along
> > with
> > > the
> > > > effects of changing various settings for highly optimised low
> > latency
> > > > lossless high speed LAN networks to the unoptimised slowest worst
> > case
> > > > scenario networks rather than using trial and error as the method
> > for
> > > > verifying the best for the circumstances settings.
> > > >
> > > > On 4/28/06, James Tucker < [EMAIL PROTECTED]> wrote:
> > > >
> > > >> I think the bigger issue is people not keep up to date with
> > > >> documentation and updates, and meanwhile misunderstanding the
> > netcode
> > > >> in general. I moved away from this mailinglist for a long time due
> > to
> > > >> the continual pointless arguments of this nature. I think the
> > > >> documentation is clear, if you read valves documentation in their
> > > >> wiki, then read carefully what each cvar says as you type it
> > without a
> > > >> value.
> > > >>
> > > >> There are things I still see very commonly abused though (why I'm
> > > here):
> > > >>
> > > >> 1. There is no maximum to rate or sv_maxrate. Read the cvar docs
> > and
> > > >> compare to the cl_cmdrate/cl_updaterate cvar docs. Attention to
> > detail
> > > >> people, and don't read old CS 1.6 docs for advice on the Source
> > > >> engine.
> > > >> 2. cl_smooth is still being recommended set to 0 by many people -
> > this
> > > >> was fixed YEARS ago now (check the update logs), and the server
> > does
> > > >> cl_smooth 1, so if you have cl_smooth 0 on your client, your view
> > WILL
> > > >> DIFFER from the servers view.
> > > >> 3. Optimising with client settings far from defaults is ALWAYS
> > going
> > > >> to seperate you from Valves internal testing procedures (how they
> > > >> optimise the game) which will use some form of the defaults!
> > > >> 4. rate and sv_maxrate are still being set to low by most people
> > due
> > > >> to these imaginary 'limits'. This causes choke. Beware setting them
> > > >> too high causes loss. If you don't know the difference you need to
> > > >> learn.
> > > >> 5. cl_cmdrate is being recommended too high still. In the same way
> > > >> that you don't set a server sv_maxupdaterate to 100 if the server
> > is
> > > >> doing 64fps on a 100tick setup, you don't set cl_cmdrate higher
> > than
> > > >> your average client fps if you don't want client generated choke
> > > >> (which will drop bullets!).
> > > >> 6. No accounting for protocol overheads - check the size of the
> > real
> > > >> data flow to and from your servers, there's some un-accounted for
> > data
> > > >> there than when you get a pile of clients running updaterates at
> > your
> > > >> tick, you'll start to use more data than you were originally
> > expecting
> > > >> - I've been recommending using 10-20% boundaries to my clients for
> > > >> years anyway.
> > > >> 7. Use QoS services to prioritize your data!
> > > >> 8. 100 tickrate is above and beyond the call of duty. There are
> > very
> > > >> few humans who can quantize anything at 100Hz. Furhtermore, latency
> >
> > > >> flux is greater than 0.01ms in almost ALL cases of internet server,
> > > >> therefore this is quite silly anyway, it's wasted data as the next
> > > >> tick could well arrive before the last!
> > > >> 9. cl_interp - I don't know how, after good references now have
> > decent
> > > >> pagerank and are referenced in a lot of core reference docs that
> > > >> people don't get this yet. And yet there are now server side
> > plugins
> > > >> that lock you to cl_interp 0.01 - this only feels good if you set
> > > >> cl_smooth 0, suprise suprise, because it's extrapolating, not
> > > >> interpolating. At a client fps of 20-30 you might not even notice,
> > but
> > > >> it's there. The interpolation, prediction, and smoothing engines
> > WORK
> > > >> REALLY WELL, so leave them on, and as has been noted in the past,
> > the
> > > >> server generally runs them ALL, so for a server-client aligned
> > world
> > > >> view, you want to run them.
> > > >> 10. cl_smoothtime is a capping value, like sv_maxrate and rate -
> > they
> > > >> don't affect anything until the controlled variable approaches the
> > > >> value of the cvar. In other words, sv_maxrate 20000 generally does
> > > >> nothing if you use cl_updaterate 10.
> > > >> 11. dump net_graph! net_graph does not give you accurate values.
> > I've
> > > >> seen servers out there which register 0.1 loss permanently in
> > > >> net_channels, and net_graph shows nothing at all. The client-server
> > > >> consistency is heavily affected by this loss and many of you would
> > > >> never find out whats causing it.
> > > >>
> > > >>
> > > >> Locking variables does not solve any of the above problems. The
> > > >> problems of the communities are:
> > > >>
> > > >> 1. Ego - players can't accept having a bad day.
> > > >> 2. Sheep - players listen too much to random forum posts rather
> > than
> > > >> finding out real information - reading 'rate' and 'cl_updaterate'
> > and
> > > >> understanding in detail what the cvar documentation says and
> > doesn't
> > > >> say is a perfect example.
> > > >> 3. Name clobbering - as there are common cvar names between cs 1.6and
> > > >> cs:s there is alot of clobbering of names and people read the wrong
> > > >> documentation, what's worse is this has spread to the hl2dm
> > > >> communities.
> > > >> 4. HSPs / GSPs don't generally understand much better and often
> > give
> > > bad
> > > >> advice.
> > > >> 5. Variables outside of workable settings should not be able to be
> > > >> set. Setting cl_cmdrate < 10 no longer works. Setting rate really
> > low
> > > >> works really fine aslong as your server admin hasn't set moronic
> > > >> settings and your client doesn't do something like cl_interp 0.01.
> > > >> 6. Lack of cohesion in thinking - there are plenty of setups that
> > will
> > > >> feel smooth, if you're going to choose someones advice to follow,
> > > >> follow all of it, not a part from here a part from there.
> > > >> 7. Major leagues carry community thinking - some of the major
> > leagues
> > > >> have very incorrect settings which they are pushing out as "league
> > > >> standards". Please, get some computer scientists or engineers to do
> >
> > > >> the real engineering work, inference without understanding is
> > called
> > > >> guessing.
> > > >>
> > > >>
> > > >> On 26/04/06, Biscuits < [EMAIL PROTECTED]> wrote:
> > > >>
> > > >>> It would create more as well.
> > > >>>
> > > >>> On 4/27/06, Andreas Grimm <[EMAIL PROTECTED] > wrote:
> > > >>>
> > > >>>> and why ?
> > > >>>>
> > > >>>> -----Ursprüngliche Nachricht-----
> > > >>>> Von: [EMAIL PROTECTED]
> > > >>>> [mailto:[EMAIL PROTECTED] Im Auftrag von Hans
> > Vos
> > > >>>> Gesendet: Mittwoch, 26. April 2006 16:27
> > > >>>> An: hlds@list.valvesoftware.com
> > > >>>> Betreff: Re: [hlds] Re: Server tickrate suggestions
> > > >>>>
> > > >>>> VALVE should just lock the tickrate on 66, would save us all a
> > lot of
> > > >>>> headaches.
> > > >>>>
> > > >>>> --
> > > >>>> Kind regards,
> > > >>>>
> > > >>>> Hans Vos
> > > >>>>
> > > >>>>
> > > >>>> _______________________________________________
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> > > archives,
> > > >>>> please visit:
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> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>>
> > > >>>> _______________________________________________
> > > >>>> To unsubscribe, edit your list preferences, or view the list
> > > archives,
> > > >>>>
> > > >> please visit:
> > > >>
> > > >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>>>
> > > >>>>
> > > >>> --
> > > >>> Biscuits
> > > >>>
> > > >>> _______________________________________________
> > > >>> To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > >>>
> > > >> please visit:
> > > >>
> > > >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> > > >>>
> > > >>>
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> > archives,
> > > >> please visit:
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> > > >>
> > > >>
> > > > --
> > > >
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> > > please visit:
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> > > >
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> > > please visit:
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> >
>
>
--

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