796
Server Support / Re: Server - CacheSizeMegs=?
« on: Saturday, February 01, 2014, 08:43:06 AM »
I guess ConfiguredInternetSpeed=15000/ConfiguredLanSpeed=15000 is ClientSide only. you should look at 'MaxClientRate'
"Server Admin Notice
You got an option in your .ini file under [IpDrv.TcpNetDriver] called MaxClientRate. The default value of this is usually 20000, which means, the client can maximum get 20000 bytes *FROM* server per second. By reducing this value, you can actually optimize the server bandwidth. If you are planning on running a 10 player server on a 512/512 kbit sdsl line, you will have 64kbyte(64KB) up/down, so setting MaxClientRate to 64000/10 = 6400 means you will reduce the chance of having packetloss. This setting will also limit the client upload rate, forcing him to keep a netspeed between 2000 and MaxClientRate."
- From what I understood, for a server with 26 slots and leaving around ~10KBs up/down for each player(assuming the server is full, when Not full, I guess the players will have more than ~10KB avaliable), MaxClientrate is set to 260000(/26 = 10000), 260000 is ~ 253KBs.
TickRate 45 is 22.2ms between each tick on the server(while 50 = 20ms & 100 = 10ms).
"Lets have a ping of 60 in DOS to a certain server. This means a packet of data uses 60 milliseconds to go from your superfantastic computer to the crappy tickrate 20 server in Uganda and back. In other words. Now because of the complexity of the net, this doesn't mean it uses 30ms to reach the server, and 30ms to travel back. (Asymmetric routing) Someone else will have to explain why this is so. But lets assume that this is actually the true thing this time. The data DOES use 30ms to travel from your computer to the server, and 30ms to reach your computer again. Let's put in some more numbers. The tickrate! We know that it's 50ms between each tick on server. So let's take worst case. The packet of data we send, uses 30ms to reach server. The server has just completed a tick before the data arrived, so the data has to wait for 50ms. Ok, data has waited 50ms and been processed, and now leaves the server for the client to happily enjoy. This takes another 30ms. So to add it up, the packet used 30+50+30 = 110ms to travel from client to server, be processed on server, and return to client.
Another thing that affects result is your own framerate. Your computer will not handle data while it's busy telling the video card what to show you. A framerate of 100fps means that it's another 1000ms/100 = 10ms between each time it can handle data."
ELiZ?
"Server Admin Notice
You got an option in your .ini file under [IpDrv.TcpNetDriver] called MaxClientRate. The default value of this is usually 20000, which means, the client can maximum get 20000 bytes *FROM* server per second. By reducing this value, you can actually optimize the server bandwidth. If you are planning on running a 10 player server on a 512/512 kbit sdsl line, you will have 64kbyte(64KB) up/down, so setting MaxClientRate to 64000/10 = 6400 means you will reduce the chance of having packetloss. This setting will also limit the client upload rate, forcing him to keep a netspeed between 2000 and MaxClientRate."
- From what I understood, for a server with 26 slots and leaving around ~10KBs up/down for each player(assuming the server is full, when Not full, I guess the players will have more than ~10KB avaliable), MaxClientrate is set to 260000(/26 = 10000), 260000 is ~ 253KBs.
TickRate 45 is 22.2ms between each tick on the server(while 50 = 20ms & 100 = 10ms).
"Lets have a ping of 60 in DOS to a certain server. This means a packet of data uses 60 milliseconds to go from your superfantastic computer to the crappy tickrate 20 server in Uganda and back. In other words. Now because of the complexity of the net, this doesn't mean it uses 30ms to reach the server, and 30ms to travel back. (Asymmetric routing) Someone else will have to explain why this is so. But lets assume that this is actually the true thing this time. The data DOES use 30ms to travel from your computer to the server, and 30ms to reach your computer again. Let's put in some more numbers. The tickrate! We know that it's 50ms between each tick on server. So let's take worst case. The packet of data we send, uses 30ms to reach server. The server has just completed a tick before the data arrived, so the data has to wait for 50ms. Ok, data has waited 50ms and been processed, and now leaves the server for the client to happily enjoy. This takes another 30ms. So to add it up, the packet used 30+50+30 = 110ms to travel from client to server, be processed on server, and return to client.
Another thing that affects result is your own framerate. Your computer will not handle data while it's busy telling the video card what to show you. A framerate of 100fps means that it's another 1000ms/100 = 10ms between each time it can handle data."
ELiZ?

