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...

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