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Oxbow
05-04-2006, 07:10 PM
From what I seen when I was on yesterday. It seemed to be very responsive & glitch free. Played for about 1.5 to 2 hrs.

2 thumbs up!!!!! :D

? Anyone else have any thoughts ?


Also: thanks again for the invitation. 8)

|Think| Hexadecimal
05-04-2006, 07:17 PM
session, doesn't seem to do anything, i'm sure everyone already knows this, but if its not being worked on already, can we get the session thingy?

Oxbow
05-04-2006, 07:43 PM
It may be since the server is a trial basis - from what I understand - they may not have fully integrated HLStats completely.

Does anyone know for sure?

After all setting these things up does take some time.

Anonymous
05-04-2006, 08:36 PM
The new server seems to run very smooth!
I like it ALOT!! (with my best dumb and dumber voice) :D

05-05-2006, 05:36 AM
I was on it the first time last night. Runs great!! With #1 being full and 20 on #2 I'd say it's a hit!!

|Think| Creatio ex nihilo
05-05-2006, 10:45 AM
Oxbow,

Appreciate your post. It is good to get players' feedback on the 100-tic server. I'm tweaking all 4 servers to fully optimize performance, which includes removing any frivolous scripts that may consume server resources. The goal is to have each server stable and running at peak performance for all players.

Regarding the 100-tic server, we want to understand if it provides a visible improvement over the standard 66-tic servers we operate. If true, we may be able to upgrade the other servers as well.

Regards,

Creatio

Goldburg
05-05-2006, 01:14 PM
Creatio,

Can you mention something about what kind of rate changes we need to run on a 100 tick server?

Thanx

Oxbow
05-05-2006, 04:05 PM
I believe the newer servers can auto adjust rates. But that's just my chip on the roulette wheel guess. :mrgreen:

side note: Anytime Big C :D

Also: If 100 Tick Rate was added to the server name. It quite possibly may bring new faces into the realm. Just a thought.

|Think| Creatio ex nihilo
05-05-2006, 05:04 PM
Creatio,

Can you mention something about what kind of rate changes we need to run on a 100 tick server?

Thanx

Goldburg,

Rather than just throw some out rate settings, I?ll attempt to provide context around the rate variables. Counter-strike: Source multiplayer networking is a relatively complex subject, so I will try to write this using less technical and more ?user friendly? terminology. In other words, the intention is to give a basic understanding that enables players to set their rates correctly and in adherence to our rate enforcement criteria. If you want the straight, undiluted technical piece, see this article http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Two general areas to address:
1. What are 'rates?, why you should care, and how to optimize rates for your personal gaming experience
2. Understanding the predefined rate limits enforced on Thinking Man servers

What are ?rates? and why should you care?
Think about all the events happening at any point in time during a heated battle in cs_office. Players are running, changing sight lines, switching weapons, firing, jumping, throwing nades, dying, etc. In addition, garbage cans are knocked over, computers are smashed, file cabinets go flying, and hostages are rescued (maybe). All of these events may happen simultaneously or within milliseconds of each other, and all have an effect on the total game environment at that point in time.

At all times, the server knows exactly what is happening everywhere within the game environment and can track all of the variables mentioned above and a thousand more - that is how CSS operates. The challenge comes when trying to communicate all of that information within a few milliseconds to 24 players with a broad spectrum of hardware, internet connections, and delay between their PC and the server (i.e. your ping). In addition, to run CSS and communicate all of this information takes significant server resources, which can affect a server?s ability to ?update? players on the current game environment before too much time passes (we are talking milliseconds here).

Enter the rates. These settings in your CSS configuration file (config.cfg) determine how often you and the server communicate, and how much information can be contained in each communication. The server has the same settings, which can override your settings, but more on this later.

You should be concerned with these settings:
Rate (default value = 10,000 or 10kb/second) ? this setting tells the server how much information (in bytes/second) your internet connection and PC hardware can efficiently digest while running CSS. This is probably the most important variable and must be set correctly in order to have optimal game play. Higher rate settings will allow more information from the server, but will also consume more of your PC?s resources, so it is a tradeoff. The server will never send more information than allowed by its maximum rate setting.

cl_updaterate (default value = 20) - this setting tells the server how often to send communications to your PC, in updates per second. This is how the server updates your local game on everything happening in the server game at that point in time. Again, requesting more updates means consuming more of your PC?s resources. However, the server will never send more updates than the tic rate (tics/second, with the CSS default 33, though 66 and 100 are common), and the maximum allowed by the server?s update rate setting.

cl_cmdrate (default value = 30) ? this setting tells your PC how often to communicate your commands to the server in updates per second. As you play CSS you move you mouse, click buttons, and enter keystrokes ? perhaps even pound the keyboard - , all of which are commands that must be sent to the server so it can update the game environment and all other players with your inputs. Again, sending more updates means consuming more of your PC?s resources and internet upload bandwidth, as well as server resources. However, the server will not accept more information than the maximum allowed by its command rate setting.

Understanding the predefined rate limits enforced on Thinking Man servers
Quite simply, a player can set his/her rates very low in order to make it harder for other players to track and ?shoot? him/her due to less frequent updates. In addition, allowing players with the highest internet bandwidth and best PC components to set very high rates means less server capacity and bandwidth for all the other players. Therefore, to manage both issues efficiently we enforce minimum and maximum values for all player rates.

Minimum values for Rate, cl_updaterate, and cl_cmdrate are always the default CSS values, which should be sufficient for players with lower-end PCs and minimal internet bandwidth. However, the minimum values are intentionally set too high for dial-up gamers, as Thinking Man has always limited ping to 150 or less to maximize server performance and game play.

Maximum values vary depending on the server tic-rate and number of player slots ? more player slots consumes more server resources, leaving less bandwidth to update players. For the new 24-7 Office #2 server, cl_updaterate is 100, which is the server tic-rate. For 24-7 Office #1, Dust2 | Militia | Office | Aztec, and Friendly-fire servers, maximum cl_updaterate is 66, which is the server tic-rate. All four servers' maximum cl_cmdrate is 100, allowing more upside headroom for players to send updates to the server. All four servers' maximum Rate is 20000, or 20kb/second, to preserve server resources and reduce lag.

Okay, how do I set my rates so I can ?own? everyone?
Unfortunately, there is no easy answer to that question. The fact is, your optimal settings will vary due to the load on your PC, your ping, internet traffic, and the server's load, all of which can fluctuate dramatically at any point in time. You can do some number crunching to arrive at you best estimate for overall settings, or you can employ live testing while playing CSS. The latter uses the in-game net_graph tool to monitor your ?communication? with the server. You enable net_graph in the console by typing ?net_graph #?, with # being 1, 2, or 3, each of which shows a different display of information.

Goldburg might not ask me to ?mention something? about anything ever again.

Regards,

Creatio

|Think| Abudoggie
05-05-2006, 06:02 PM
Great post Creatio!

Just to add a little sideline filler for rate experimentation:

Rate: the default value is set based on the internet connection level you select in Steam. (eg, T1/LAN = 20,000)

cl_cmdrate: increasing this value may increase your ping (however, reducing the value to very low level DOES NOT reduce ping. It only appears to do this if you check ping jusing "TAB"-key. This does not report your true ping. USe net_graph to see your REAL ping and you will see you CAN'T dramatically reduce your ping, if at all)

cl_updaterate: increasing this value may create/increase choke. (decreasing reduces choke)

monitor your ping and choke with the net_graph 3

fps: your PC can't send faster than its fps rate.....so..if your max fps is 60 then don't bother tying up your system bandwidth with a cl_cmdrate great than 60 (or whatever your fps is).

Conversely, no need to tweak graphics for fps greater than your cl_cmdrate (max = 100). Therefore, you may want to limit your fps with the fps_max command.

Finally, the server tickrate trumps all. If the server is a 33 tick rate, then setting your update and cmdrate at anything over the tickrate is overkill.

At think, we have 66 tickrate servers and Office#2 is 100 tickrate.

Have fun and stay safe out there!

Goldburg
05-05-2006, 06:34 PM
All Hail Creatio!!

Great post....... This topic greatly interests me. I took a crack at a MCSE certification back when there was a huge demand for Network Engineers. This subject matter reminds me of that course.

This is one of those posts that will need to be studied so I can experiment with the multiple commands you "Mentioned". :D

I appreciate the time you took in writing it. Now I need to get out the slide rule, sharpen a pencil, throw back a cold one and figure out what will work on my Jurasic rig....

Thanx again - this will keep me busy for awhile... :)

Goldburg
05-05-2006, 06:53 PM
One more thing,

What is the opinion amongst the IT's out there that this topic could lead to the icing on the cake for tactics and strategy. I mean, can the right settings truly make or break you in competitive gaming or is all this seen as being relatively minor - if you have the raw skill?

I've come along way on perfecting Klink style rushes (A Total Blast) but I can't help but admire the people out there who seem to be perpetually in the zone. Meaning, slow methodical play done with skill, with the right gaming rig and with optimized ?Rate Settings" to take the best advantage of the info Creatio mentioned going up and down stream. Ie. Skill + Rig + Rate Settings = ownage...

When I try a more deliberate style of play - I'm rewarded with quick death. I'm wondering if I tweak these settings enough I might be able to slow down on the in your face style rushing I'm currently working with... P90 to the head of your opponent while sprinting at them at point blank range appears to take all the hit box discussions and bad rate settings out of play?

Or are the rate settings more relevant for competitive gaming....

The Hanker Chief
05-06-2006, 10:59 PM
So far I've been playing with the default rates, and I think most people will agree that I play a mean game :-)
Though, come to think of it there are times when I've wondered why people have teleported whilst I'm in heavy firefights. Probably that cursed cl_updaterate 20. <Summons Notepad>.

Cheers,
The Hanker Chief