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#1 | ||
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pRo ConfigOr
Member since: Mar 2005
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Honestly not starting a troll topic about what rates are ’correct’, this is for the news that valve may be increasing the maximum ’rate’ value in the source engine in the coming months, and this could result in less lag spikes for some of you lovers of big public servers out there...
http://blogs.users.ra66i.co.uk/raggi...source-engine/ Quote:
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too. It won’t make alot of difference on 5v5s I shouldn’t think, but on larger servers it could make a big difference, espcially reducing latency server side if it can output the data in less time by not being limited / choked by the low rate cap. |
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#3 |
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pRo ConfigOr
Member since: Mar 2005
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Nothing was mentioned on that. I suppose it might not be a bad idea for them, but whilst Alfred still thinks (contrary to his own statistics) that ’over half’ of the steam population have less than 256kbps connections, I doubt it. If they actually look at the numbers properly, then maybe they will.
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#4 |
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Member since: Jun 2008
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Stoopid.
The problem with rates and in-game transfer rates always lies with the server. Sure, everyone has over 256k but if the server sent 256k+ to each person on say, a 32 man server that was 100 tick? thats a hell of a lot of bandwidth and power for that server to cope with/handle. TBH I rarely see any public server that doesn’t give out 20-50+ choke 60-70% of the time, simply because it can’t cope not the clients. Raising the defaults in-game however would be sensible, though I don’t know enough about how that part works baring in mind by default it should run at 33 tick with 30 / 20 rates... so why do we use 66/100 tick with 66/66 or 100/100 rates? Link me please! p.s I mean stat wise, of course I realise 66/100 is better than 33 in terms of "feel". 75 im unsure of. |
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#5 |
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Member since: Jul 2006
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Well tbh,. a small example is: (test it yourself)
on 33 tick : Try to bunnyhop like on a 100 tick (impossible) on 66 tick: gets better to bunnyhop on 100 tick: Gets MORE better to bunnyhop So there’s definately an improvement in stuff on MORE tick, so i think if the rates would be increasing, the reg/lag/choke would be less , thats what i think. |
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#6 |
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Member since: Jun 2008
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the higher the tick the more demanding it is on the server... hence why a lot of 100 tick servers are rubbish, they simply can’t cope.
Thats fine saying that, I guess what I mean is if valve designed CS /HL2 by default to be:33 tick server, 30 / 20 client rates why do we use 66/66 or 100/100 on higher tick servers? Shouldn’t it be something like:66 tick: 60/40 100 tick: 90/60 bad maths but you get idea? |
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#7 | ||
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pRo ConfigOr
Member since: Mar 2005
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This really isn’t related to tickrate at all. Tickrate is a whole seperate issue, however it may lighten the load on some high tick high man servers, by unrestricting data flow during spikes, as described above and elsehwere. Quote:
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#16 |
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pRo ConfigOr
Member since: Mar 2005
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jedi - you will see the difference in terms of a more, larger spikes, with rate being set higher, but also more periods of inactivity.
As you well know, the system does not rate limit on the second, i.e. it doesn’t burst all it’s buffers once a second. With the low quantization it does use, I think it will make a difference, when you look at the flow restriction under high interaction scenarios (lots of people in view moving and firing with physics objects being moved). And as I said, this is most common on large public servers, particularly at the start of rounds, when grenades explode amoung groups and so on. |
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#17 | |
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Member since: Jul 2005
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#19 | |
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pRo ConfigOr
Member since: Mar 2005
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He says: "if you use this larger number" What larger number does he say?: "factor of 10 larger" That is not the order of magnitude they are approaching. Alfred said you’d be shooting yourself in the foot if a mod was trying to send 3mbps, and I agree with him on that fact. This is not in reference to using more than 240kbps of bandwidth, to which alfreds response was some very poorly executed statistics over his own data. |
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#22 | ||
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pRo ConfigOr
Member since: Mar 2005
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Clearly for something which is relatively immediate (someone dieing) there should not be an exponential decay of data flow from the spike of when it occured, instead in many cases it should be one spike, and then back to normal, with maybe some limited (and flat!!!) data carrying rag-doll and animation corrections. Lets also not forget that part of the reason for the load on a 100 tick server is that it’s having to do alot of work to choke the data flow. Remove this work, and it should cope with it better. I don’t know too many GSPs that run under 10mbit lines to each box, and as we all know this is something which is concerned with spikes, and not continual flow - so there’s no real cause for concern regarding server capabilities. Furthermore - costs for GSPs who pay for bandwidth in the 95th percentile (VERY COMMON!!!) will actually REDUCE because the top 5% of the spikes essentially gets cut off. - another bonus. I’d also point out that often servers which are suffering (which are housed in a DC) don’t have trouble with the bandwidth, but the processing power and packetrate - this is not the same as bandwidth and both of these issues could be potentially be relieved by opening up the spikes, as there will be less of the choke management system running (less processing power), and it’s possible less packets will actually be required to carry all the relevant information (although I’m not sure how well the specific implementation allows for this one). |
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