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<snip>
| - Is mode 2 still considered unstable?
No one has reported a problem, try it out and see :)

| - Is the packet-limiting in mode 3 available now?
There have been no releases that offer this new functionality. When
another half life dedicated server release is done it will be included
(don't ask me when, I have no idea).

| - Is there a limit as to where mode 3 can help?  If there a breakingpoint
| where mode 3 degrades performance because the CPU can't keep up with the
| updates?  (e.g. 10 clients, all of them with update/cmd rates set to 101?)
|
With the implementation of mode 3 in version 1110 there is a performance
curve, but it is extremely non-deterministic (its strongly influenced by
things like packet timing). Empirical experimentation is the best way to
find out the "sweet spot" for your particular server/connection
combination.

The version in the next release is much more controllable, allowing the
admin to set hard limits on FPS generated by the server (thereby
limiting CPU usage).

| Thanks.
|
| -a
|
| On Sat, 13 Jul 2002, Alfred wrote:
|
|
|>All the pingboot modes attempt to reduce the latency caused by the server.
|>The default implementation adds around 20msec to each players ping (under
|>linux).
|>
|>Mode "1" reduces this by using a different wait method (a select() call).
|>This method reduces the latency to 10msec.
|>Mode "2" uses a similar but slightly different method (and alarm() type
|>call). Again, the result it 10msec worth of latency being added. NOTE that
|>this method has the potential to hang a server in certain (terminal)
|>situations. If anyone has used this mode recently (not the first test we
|>did!) and it hangs please speak up :)
|>Mode "3" minimises the latency to the minimum possible level by
processing a
|>frame EVERY time a packet arrives. This causes the lowest possible
latency,
|>but can also cause extreme CPU usages (it does a complete frame for every
|>packet, with each player sending lots of packets per second and 30 players
|>this adds up to insane amounts of frames). Use this mode at your own risk,
|>it will consume all available CPU, don't complain that cstrike uses
too much
|>CPU if you use this mode :-)  In a future release this mode will be
tweaked
|>to let the admin balance latencies agains CPU usage (by processing a frame
|>every N packets).
|>
|>There is also an external modules called "pingbooster" by UDPSoft (or
is it
|>UDPSoftware?). They implement something like mode "3". As this is an
|>external module, and was built for an older version of HL (1108) it
may not
|>work properly any longer, and future releases may (accidently) break it.
|
|
|
| ---
| Andrew A. Chen
| Divo Networks
|
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