I see very little bandwidth usage on my servers.

< 25 KB/sec on average when running 2 full ones.

And yeah, removing the sv_tags line got people joining from lobbies IMMEDIATELY.

I'm more interested in CPU usage.  Just running an old Athlon X2 4600+ and it 
averages 0% CPU usage for 2 servers with people playing.
It'll spike up a bit, sure, but it never becomes an issue.  From the looks of 
it, I could easily run 4 or 5 servers on my machine and connection.  (128 
KB/sec up rated, usually get around 135)

Others report the exact opposite, so I'm not sure what's going on.
I have played on my server and everything is peachy keen.



> From: [EMAIL PROTECTED]
> To: hlds@list.valvesoftware.com
> Date: Sat, 8 Nov 2008 15:37:15 -0800
> Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
> 
> 
> I did some additional testing and was able to confirm that each player 
> requires (worst-case) just a bit over 10K Bytes/sec from the server.
> 
> This means that 4 players will demand 40K Bytes per second from the server 
> which is a slight overload on my DSL line.
> 
> 10 full servers, worst-case 40 players would therefore use 40 * 10K Bytes = 
> 400K Bytes/sec or ~3.28 MBits of actual network usage, assuming a zombie 
> rush on all 10 servers at the same time (might happen!).
> 
> It turns out however that the real problem is that when my DSL line hits the 
> uplink max, the dsl modem chokes and this is what was causing the massive 
> lag that players were reporting.
> 
> To verify this, I ran pingplotter and then ran the L4D server and tracked 
> how many players were on and the network usage.
> 
> 2 players were fine.
> 4 players was bad
> 3 players were ok to marginal( I suspect the server query overhead can push 
> this over the limit).
> 
> I captured a very good graph of what is happening (annotated) here:
> http://qsextreme.com/L4D/l4d_bandwidth_test.PNG
> 
> Checking my DSL line on http://DSLReports.com/tools confirms my performance 
> numbers:
> 
> http://www.dslreports.com/im/60743484/26519.png
> 
> Speed Test #60743484 by dslreports.com
> Run: 2008-11-08 18:14:15 EST
> Download: 1297 (Kbps)
> Upload: 322 (Kbps)
> 
> In kilobytes per second: 158.4 down 39.3 up
> 
> One thing I did that slightly improved my dsl performance was adjust the MTU 
> for my line, I wrote a little discovery tool that lets you see exactly what 
> is going on there:
> 
> http://qsextreme.com/mtutest
> 
> It's disappointing that the DSL line chokes like that but from past 
> experience with Covad there is nothing I can do short of moving to a new 
> apartment.
> 
> 
> 
> ----- Original Message ----- 
> From: "Richard Eid"
> To: "Half-Life dedicated Win32 server mailing list" 
> <hlds@list.valvesoftware.com>
> Sent: Saturday, November 08, 2008 10:25 AM
> Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
> 
> 
> >I have two, always full, L4D Demo servers going right now on my 5000/512
> > connection.  I've found that even at intense moments, my upload rarely 
> > hits
> > 500kb/s and for the few times that it's peaked above that, there were no
> > stutters on the either of the servers.  I'm really very surprised at the
> > relatively low bandwidth usage, even for only 4 players.  The people 
> > playing
> > on my servers stay for hours at a time.  That and the communication I do
> > with those players tells me that they are enjoying great gameplay from my
> > servers.
> >
> > While I do miss the rate settings, I'm wondering if a lot of what we know
> > has been limited just for the demo.
> >
> >                                                    -Richard Eid
> >
> >
> > On Sat, Nov 8, 2008 at 12:46 PM,  wrote:
> >
> >> 384kbits for 1 server equals, if I'm not mistaken, 480biloBYTES for 10 
> >> full
> >> servers.  I have 10 full l4d servers, and the box is only doing 186kB
> >> upload
> >> total, and it's a general purpose box so I've no idea what else is using
> >> the line currently.
> >>
> >> My conclusion is that your performance problems are _not_ related to your
> >> internet link rate.  Are you sure your upload is being maxed out by the
> >> server?  I'd be more inclined to look at latency issues myself.
> >>
> >> > -----Original Message-----
> >> > From: [EMAIL PROTECTED] [mailto:hlds-
> >> > [EMAIL PROTECTED] On Behalf Of Kevin Ottalini
> >> > Sent: 08 November 2008 09:30
> >> > To: Half-Life dedicated Win32 server mailing list
> >> > Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
> >> >
> >> > Ah, I've been looking at it strictly from a server pov not a client,
> >> > indeed the client appears locked at 30 up/down.
> >> >
> >> > So the bottom line is that a 4-player server uses more then 384kbits
> >> > uplink, ouch.
> >> >
> >> > ty Anakin.
> >> >
> >> > ----- Original Message -----
> >> > From: "AnAkIn ."
> >> > To: "Half-Life dedicated Win32 server mailing list"
> >> > <hlds@list.valvesoftware.com>
> >> > Sent: Saturday, November 08, 2008 1:13 AM
> >> > Subject: Re: [hlds] Left 4 Dead dedicated servers - rate limits needed
> >> >
> >> > > The maximum updaterate and cmdrate are 30 (because the server fps
> >> > never
> >> > > exceed 30 on L4D), so setting them to 100 shouldn't make a
> >> > difference.
> >> > >
> >> > >
> >> > > 2008/11/8 Kevin Ottalini
> >> > >
> >> > >> Extensively testing of a dedicated L4D server has shown that it is
> >> > not
> >> > >> possible to run an L4D server (with 4 players) lag-free on a 1.5M /
> >> > >> 384K dsl
> >> > >> line (line is solid, nothing else using the line during testing).
> >> > >>
> >> > >> Players are changing their rate to 40000 and cl_updaterate to 100
> >> > >> and there
> >> > >> are no server limit CVARs to prevent these settings from overloading
> >> > >> the server uplink bandwidth.
> >> > >>
> >> > >> The only rate limit setting available right now is sv_maxcmdrate
> >> > >> which is never a problem even when set to 100.
> >> > >>
> >> > >> Valve, please re-enable the server rate limit settings for L4D.
> >> > >> This problem will only get much worse with 4 vs 4 and the end result
> >> > >> is a bad player experience.
> >> > >>
> 
> 
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