[hlds_linux] What is sys_ticrate?

2005-07-20 Thread Philip Koshy
I know that setting a high sys_ticrate increases server side fps...I
just don't know why or how it works. I've been playing with pingboost
1 2 3 and different values for the ticrate and I've heard from others
that for best performance, use pingboost 3 with sys_ticrate of 1.

While checking rcon stats, I get the following results

pingboost 3, ticrate 1 : 1000 fps
pingboost 3, ticrate 5000: 1000 fps
pingboost 3, ticrate 1000: 500 - 1000 fps (very volatile)

The specs of the machine are:
Dual 2.8 Xenon 800 FSB
1 GB RAM
73 GB Ultra SCSI 320 - 15000 RPM
Gentoo Linux

All help is appreciated :)

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Re: [hlds_linux] Re: Re: Request a higher minimum value for cl_cmdrate.

2005-07-15 Thread Philip Koshy
In reply to that Valve Developer link posted early in this thread:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

I found the information an incredible read from a players point of
view. Is there a similar page somewhere for CS 1.6? I'm curious is 1.6
works the same way as far as the client updaterate/cmdrate and the
server ticrate. I've always been at odds about what actually happens
when setting such variables...


On Thu, 14 Jul 2005 23:55:48, Dan Sorenson [EMAIL PROTECTED] wrote:
 At 01:00 AM 7/14/2005 -0700, you wrote:
 Dan look over this
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 Then give a rethink of some of what you said

 Heck, I'm suprised I came so close on some of these
 assumptions I made, and thanks for the pointer.  I was basing
 most of my logic on the old classic engine, and it's been
 about 4 years since I've investigated its behavior.

 However, I don't see where gaming the prediction and
 interpolation by cutting client-sent updates wouldn't throw
 off the results.  Whether the engine would react by going more
 or less in favor of one client in this case is not mentioned, nor
 would I expect fine details of the server's logic.

 What has me more curious is where it states the Source
 engine does entity interpolation with a 100ms delay.  I don't think
 I can get to my upstream tier 2 provider in under 100ms, let
 alone to a server, so right away interpolation is suspect.
 That explains a lot of the oddities I see in-game, actually.
 It's not the overall rate that's a problem -- I rarely see more
 than 64Kbit/s inbound from most servers, it's the latency.
 I'll have to experiment some, as we've a number of international
 players on our servers with pings in the 120-200ms range
 trying to take on 30ms players.  Improving things such that
 interpolation remains accurate would be a good thing for them.

 - Dan

 * Dan Sorenson  DoD #1066  A.H.M.C. #35 [EMAIL PROTECTED] *
 * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
 * The town was burning, the villagers were dead.  They didn't need  *
 * those sheep anyway.  That's our story and we're sticking to it.   *


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Re: [hlds_linux] Dual core Opteron Opinions?

2005-06-22 Thread Philip Koshy
This is something I am curious about myself. I am looking to build a
new CS server and I was thinking about getting a dual core machine.
The price however...ouch. I don't really expect many responses because
I doubt many game server providers can afford the stiff price tag.

On 6/22/05, Ryan burke [EMAIL PROTECTED] wrote:
 I think it is pretty obvious from past threads that at least most of this
 mailing list agrees that Opterons are the processor of choice for hosting
 any CS servers. But now with the emergence of the dual core Opterons does
 anyone have any experience in a server hosting/admining way of how the
 dual core Opterons handle? I know there is about a 3x price tag for a dual
 core than of the same frequency single core, but would it be worth the
 investment? Definately Opterons are, and especially the abiltiy to upgrade
 to dual core without changing the motherboard. Any comments?

 I hadn't seen any comments on this so I thought I'd throw it out there and
 see what the server admins thought.

 Ryan

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[hlds_linux] Locking server variables

2005-06-07 Thread Philip Koshy
Stupid question but I was wondering how I can stop other users with
the rcon_password from changing server variables like sys_ticrate and
sv_password. I know that the game server companies do it but I was
always wondering how...

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Re: [hlds_linux] Locking server variables

2005-06-07 Thread Philip Koshy
Thanks, the alias thing worked for now. Now how do I stop the people
with rcon from using the alias command :P

On 6/7/05, kama [EMAIL PROTECTED] wrote:
 On Tue, 7 Jun 2005, Philip Koshy wrote:

  Stupid question but I was wondering how I can stop other users with
  the rcon_password from changing server variables like sys_ticrate and
  sv_password. I know that the game server companies do it but I was
  always wondering how...

 Hmm.. can't you do alias for these commands?

 something like 'alias sys_ticrate echo hack;' and 'alias sv_password echo
 hack;'

 /Bjorn

 --

 I have no thoughts. None whatsoever. They don't pay me to think.


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Re: [hlds_linux] Locking server variables

2005-06-07 Thread Philip Koshy
Kama, that was quite an elegant solution :)
alias alias null; is what I'm using. Thanks a million

On 6/7/05, kama [EMAIL PROTECTED] wrote:

 alias alias echo hack;   

 /Bjorn

 On Tue, 7 Jun 2005, Philip Koshy wrote:

  Thanks, the alias thing worked for now. Now how do I stop the people
  with rcon from using the alias command :P
 
  On 6/7/05, kama [EMAIL PROTECTED] wrote:
   On Tue, 7 Jun 2005, Philip Koshy wrote:
  
Stupid question but I was wondering how I can stop other users with
the rcon_password from changing server variables like sys_ticrate and
sv_password. I know that the game server companies do it but I was
always wondering how...
  
   Hmm.. can't you do alias for these commands?
  
   something like 'alias sys_ticrate echo hack;' and 'alias sv_password echo
   hack;'
  
   /Bjorn
  
   --
  
   I have no thoughts. None whatsoever. They don't pay me to think.
  
  
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 Have you noticed that if you take Windows ME, NT, and CE, and arrange
 them in a certain order you get Windows CEMENT...coincidence,
 i think not


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[hlds_linux] What am I doing wrong? Horrible horrible performance in FreeBSD...

2005-06-07 Thread Philip Koshy
I'm new to linux but not to CS1.6 server issues. I was attempting to
setup a quick FreeBSD CS 1.6 server and ran into issues...I choose
FreeBSD because of the supposed security benefits over linux distros.

I did some quick performance testing using both FreeBSD and Debian on
the same system. I used -pingboost 3 with hlds_run and set the
sys_ticrate to 1.

When using the stats command, the fps in FreeBSD fluctuates wildly
(and boy do I mean wildly), anywhere from 250 - 1000 fps while using
pingboost 3.While using Debian, the fps was relatively solid (it was
around 900-1000 fps)

This is an absolutely incredible performance difference and I am
guessing it is because FreeBSD uses the Linux compatibility layer?
That is a complete guess however...

I know that many of the top game hosting companies use FreeBSD (like
griffinrun.com) but I don't understand how they did it.

Any guidance would be MUCH appreciated.

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Re: [hlds_linux] What am I doing wrong? Horrible horrible performance in FreeBSD...

2005-06-07 Thread Philip Koshy
What should I change the HZ to?

On 6/7/05, Steven Hartland [EMAIL PROTECTED] wrote:
 Up the HZ on the kernel should sort u out, also check ur not
 using the ULE scheduler.

 Steve / K
 - Original Message -
 From: Philip Koshy [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Wednesday, June 08, 2005 1:42 AM
 Subject: [hlds_linux] What am I doing wrong? Horrible horrible performance in 
 FreeBSD...


  I'm new to linux but not to CS1.6 server issues. I was attempting to
  setup a quick FreeBSD CS 1.6 server and ran into issues...I choose
  FreeBSD because of the supposed security benefits over linux distros.
 
  I did some quick performance testing using both FreeBSD and Debian on
  the same system. I used -pingboost 3 with hlds_run and set the
  sys_ticrate to 1.
 
  When using the stats command, the fps in FreeBSD fluctuates wildly
  (and boy do I mean wildly), anywhere from 250 - 1000 fps while using
  pingboost 3.While using Debian, the fps was relatively solid (it was
  around 900-1000 fps)
 
  This is an absolutely incredible performance difference and I am
  guessing it is because FreeBSD uses the Linux compatibility layer?
  That is a complete guess however...
 
  I know that many of the top game hosting companies use FreeBSD (like
  griffinrun.com) but I don't understand how they did it.
 
  Any guidance would be MUCH appreciated.


 
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