On Sat, 9 Nov 2002 09:05:17 -0800 (PST), "Andrew A. Chen" <[EMAIL PROTECTED]> wrote:
>Hello- >So I was reading over http://www.geekboys.org/docs/netcode2.php. It >explains (in a general sense) as to what choke is and the fundamental >reason for it happening. What I'm interested in, however, is if choke can >still occur when there is more than sufficient bandwidth on a connection >or not. > >e.g. what network conditions can cause choke, assuming that there is no >network saturation? > >Also, is there a case where the half-life server itself can add choke to a >game with certain settings? Thanks. There is no connection whatsoever between choke and actual bandwidth bandwidth limitations of either clients or the server. Choke is directly related to a client's game "rate" setting, which each client requests individually based on its own setting, but subject to your server's sv_minrate and sv_maxrate values. If the server would like to send a client some data but cannot because sending more data at that time would overrun the client's rate setting (because of a low rate setting, or lots of stuff going on in the server, or the client's updaterate being too high, whatever), then that client gets choke for that server frame. As an internet server op, if you want to reduce choke and at the same time lower the CPU usage of your server (depending on how many of your clients typically raise their cl_updaterate value from the default of 20), make sure to set sv_maxupdaterate to 20. As a LAN server op, hang tight for the next release where you can control the standard rate of all clients in the LAN environment...and/or follow the above suggestion. :) Thus ends my monthly contribution. There should be an official FAQ for a lot of this stuff. What's that you say? That's my job? Er...I have some important business to attend to... _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux