Re: [hlds] Re: Please Explain Latency Measurements in Counter-Strike Source - also

2005-07-23 Thread James Tucker
Depending on your client side FPS you may not see a difference between
sv_maxupdaterate 60 and 66. There is a difference however, you can
recieve a packet every tick (you dont need more generally) if you set
sv_maxupdaterate 66, and cl_updaterate 66.

I run, rented on a dual xeon located in Redbus londen:

fps_max 1000
sv_unlag 1
// this is time in seconds, our autokicker kicks at 100ms, so we
shouldn't need more than this
// we leave 20 ms for grace.
sv_maxunlag 0.12
// apparently this provides a reduction in bandwidth useage.
// i believe it's the default anyway, can't remember, but it's 'normal'.
sv_instancebaselines 1
// source uses less that 10 bytes per second, however, map
downloads use more.
sv_maxrate 10
// this minrate is high, but we play competitively so we will probably
drop 56k'ers
// on the ping kicker with this minrate. a reasonable minrate for 56k
support is 4500.
sv_minrate 1
// logic would dictate that non-tick updates are not useful for
accurate game data
// as the gameworld only changes on a tick.
sv_maxupdaterate 66
// as above, we're not interested in 56k support- so this is reasonable.
// this allows cl_interp 0.05 whilst still providing a good (spare)
interpolation time.
sv_minupdaterate 30


And it achieves:

14:20:23 stats
14:20:23 CPU   InOut   Uptime  Users   FPSPlayers
 20.23 5294.75 8822.13 34011  511.17   3
14:20:23 stats
14:20:23 CPU   InOut   Uptime  Users   FPSPlayers
 20.23 5374.05 8851.87 34011  524.95   3
14:20:23 stats
14:20:23 CPU   InOut   Uptime  Users   FPSPlayers
 20.23 5374.05 8925.50 34011  527.04   3
14:20:23 stats
14:20:23 CPU   InOut   Uptime  Users   FPSPlayers
 21.54 5501.40 8952.79 34011  508.02   3
14:20:24 stats
14:20:24 CPU   InOut   Uptime  Users   FPSPlayers
 21.54 5501.40 8955.15 34011  514.33   3

We've been really happy with these settings.

On 7/21/05, Dabosman <[EMAIL PROTECTED]> wrote:
> James,
>
> Probably should have mentioned this before .. But the settings I'm using on
> my server are close to in-line with your '> 18 players' settings in your
> thread you wrote on Steampowered - which I will say is well written and has
> good info for the admin wanting to tweak their server.  The only thing is,
> since my server is a P4 1.8Ghz w/512mb of ram (dedicated with nothing else
> running on it), I decided to set my fps_max to the default .. And I also
> keep my sv_maxrate lower .. Because in my opinion, sv_maxrate 2 is more
> for LAN and really detrimental to server play (lag) when you get around
> 14-16 players on over the Internet.  And yes, the full T1 connection could
> handle it.  :)  Also I actually seemed to notice worse results when upping
> the fps_max when a lot of players got on - although if you have a 3Ghz
> Dual-Processor server, that wouldn't matter I'm sure.  I just believe it's
> not necessary and very helpful to server play from my testing and playing
> with it.
>
> I use the following on my 17 player (16 player and 1 reserve) server:
> -tickrate 66
> sv_maxrate 1
> sv_maxupdaterate 60 (I believe I tried '66' with minimal effects)
> fps_max 300
>
> You might try these and see how your server responds.  Works great on my
> server.
>
> Kevin
>
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Re: [hlds] Re: Please Explain Latency Measurements in Counter-Strike Source - also

2005-07-21 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
sv_maxrate won't matter too much if you don't increase sv_maxupdateratre
 Also we found that on >18 player servers, hell most servers if you bump
fps_max up to 600 tickrate 66 & sv_maxupdaterate 100 that you get lots of
choke with sv_maxrate 1.
 You can see it quite easily when you play and measure your incoming
bandwidth on the client on a server setup with maxrate 2, you will get
up to 16KB/s incoming so long as there are enough players and enough action
going on.
 sv_maxrate also seems to be a large factor on CPU usage (I dont understand
why, it just does) turning it down really lightens the CPU load.

 On 7/22/05, Dabosman <[EMAIL PROTECTED]> wrote:
>
> James,
>
> Probably should have mentioned this before .. But the settings I'm using
> on
> my server are close to in-line with your '> 18 players' settings in your
> thread you wrote on Steampowered - which I will say is well written and
> has
> good info for the admin wanting to tweak their server. The only thing is,
> since my server is a P4 1.8Ghz w/512mb of ram (dedicated with nothing else
> running on it), I decided to set my fps_max to the default .. And I also
> keep my sv_maxrate lower .. Because in my opinion, sv_maxrate 2 is
> more
> for LAN and really detrimental to server play (lag) when you get around
> 14-16 players on over the Internet. And yes, the full T1 connection could
> handle it. :) Also I actually seemed to notice worse results when upping
> the fps_max when a lot of players got on - although if you have a 3Ghz
> Dual-Processor server, that wouldn't matter I'm sure. I just believe it's
> not necessary and very helpful to server play from my testing and playing
> with it.
>
> I use the following on my 17 player (16 player and 1 reserve) server:
> -tickrate 66
> sv_maxrate 1
> sv_maxupdaterate 60 (I believe I tried '66' with minimal effects)
> fps_max 300
>
> You might try these and see how your server responds. Works great on my
> server.
>
> Kevin
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
--

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[hlds] Re: Please Explain Latency Measurements in Counter-Strike Source - also

2005-07-21 Thread Dabosman
James,

Probably should have mentioned this before .. But the settings I'm using on
my server are close to in-line with your '> 18 players' settings in your
thread you wrote on Steampowered - which I will say is well written and has
good info for the admin wanting to tweak their server.  The only thing is,
since my server is a P4 1.8Ghz w/512mb of ram (dedicated with nothing else
running on it), I decided to set my fps_max to the default .. And I also
keep my sv_maxrate lower .. Because in my opinion, sv_maxrate 2 is more
for LAN and really detrimental to server play (lag) when you get around
14-16 players on over the Internet.  And yes, the full T1 connection could
handle it.  :)  Also I actually seemed to notice worse results when upping
the fps_max when a lot of players got on - although if you have a 3Ghz
Dual-Processor server, that wouldn't matter I'm sure.  I just believe it's
not necessary and very helpful to server play from my testing and playing
with it.

I use the following on my 17 player (16 player and 1 reserve) server:
-tickrate 66
sv_maxrate 1
sv_maxupdaterate 60 (I believe I tried '66' with minimal effects)
fps_max 300

You might try these and see how your server responds.  Works great on my
server.

Kevin

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