Red Orchestra

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Opis

Red Orchestra to gra typu FPS osadzona w realiach II Wojny Światowej, w której starano się wiernie oddać warunki gry. Aktualnie najnowsza wersja to Red Orchestra Ostfront 41-45. Gra jest oparta na silniku UnrealTournament 2004.

Więcej o niej na wikipedia:Red_Orchestra:_Ostfront_41-45

Linki

Zmiana tickrate

ostatnia linia, zmienić z 20 na 35 (maksymalnie):

[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=20.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=6000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20


Icp-tickrate.gif

W grafice ważne, że bez graczy na serwerze ani bez zmian mapy - na razie nie wiem jak się serwer zachowuje po przemieleniu paru map z graczami - zobaczymy potem.

Kliknij na obrazku aby zobaczyć animację.

Rates

I have a 3mb/256kb connection - that's 3 megabits down and 256 kilobits up. I run a server called [U]The FragHouse ][[/U]. I probably have a biased opinion but most players say it's a very nice server. Configuration is key.

Client rate, from what I can tell, is measured exactly in bytes (or thousandths of kilobytes, but they're so close it doesn't matter). So let's do some math.

U - MAXIMUM Upload: 256kb = 32KB = 32768B P - Desired amount of Players: 8 C - MAXIMUM Client rate

Client Rate Formula: U / P = C 32768 / 8 = 4096

In this instance, the maximum client rate would be 4096. Though this is at the complete maximum, best effort. In a perfect world, connections would always be able to go up to their best effort; unfortunately, most connections can only reach about 95% of their best effort most of the time. For a 32KB upload, that's about 31KB upload, so let's redo some math.

31744 / 8 = 3968

Hmmm... 3968 bytes per second is okay for a standard (Team)DeathMatch - maybe CTF, BR, DOM. Onslaught, Assault, and Invasion game types are quite demanding. I would say an Invasion game would need at least 4500 bytes (give or take 100) per second per player; an Assault would need about the same, and an Onslaught would need at least 5000 bytes per second per player - if vehicles are added in, as they are in Onslaught, it's a safe measure to add 500 to the client rates.

So now, I'm running Invasion. I want to supply my players with a good enough connection so they do not lag and do not have to worry about anything but the game play. So let's change the formula up a bit. I want to find the maximum number of players I can have and still send out a reasonable amount to each player.

U - MAXIMUM Upload: 254kb = 31KB = 31744B C - MAXIMUM Client rate: 4600 P - Desired amount of Players

Formula: U / C = P 31744 / 4600 = 6.9

6.9 players, eh? Well, let's round down to 6, just to account for that reserved slot - when I have to get in - or for when I'm doing jazz via WebAdmin. If my brother wasn't obsessed with playing Star Wars Galaxies all the time, I could actually push the client rate up to 5000 and host completely fine.

In any case, try and use this formula for anything you need to know. For reference, bytes use intervals of 1024 (1024 Bytes = 1 KiloByte; 1024 KiloBytes = 1 MegaByte; 1024 MegaBytes = 1 GigaByte, etc.) and bits use intervals of 1000 (1000 bits = 1 kilobit; 1000 kilobits = 1 megabit; 1000 megabits = 1 gigabit). Also, a Byte is equal to 8 bits, so a KiloByte is equal to 8 kilobits. If you have also noticed, Byte intervals are expressed in capitals, while bit intervals are lowercased - it's just a good notation.

8kb (8000b) = 1KB (1024B) U - MAXIMUM Upload: kb = KB = B C - MAXIMUM Client rate P - Desired amount of Players

Player Formula: U / C = P Client-rate Formula: U / P = C

http://ut2004.kirosite.com/bandwidthmath.php

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