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#1 |
![]() Join Date: Nov 2009
Reputation: 30
Posts: 334
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Rates in general.
So i got this burning question google couldn't answer me.
how large is the packets size per frame? what i assumed for the time being is that a packet is 1byte large. so when you are calculating how much rate you need to be most effecient i came up with this super simpel sum. (Cmdrate+updaterate) times Average FPS = rate needed but when i think about it the standard rate is 20.000 which for a 33~tick server would be fine, you'd sent around 20kish bytes to the server per second. but assuming its 1 byte and you run average of 250 fps you'd need 50.000 rate to keep up. so roughly (bad estimate i know) 50kb/s not sure how realistic that is compared how much a server is loaded. but i could totally be wrong and the game works differently then i thought :P but as i understand you send x set packets per frame per second. so if i set my cl_updaterate 66 im sending 66packets per second to the server. so if any one could tell me how big packets are or tell me how it actually works if im wrong i'd be gratefull
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#2 |
![]() Join Date: Mar 2010
Reputation: 9
Posts: 176
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Packets aren't sent per frame, 66 packets are sent per second unless you have lower than 66 fps. Afaik the packets vary in size depending on how much information is sent, CS:S rarely uses more than 20kb/s
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#3 |
![]() Join Date: Mar 2009
Reputation: 44
Posts: 487
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maximum packet size is 1260b, after that they get splitted.
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#4 | |
![]() Join Date: Nov 2009
Reputation: 30
Posts: 334
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Quote:
then what correlation do the two have? what I have been told years ago is that every frame produces data that is sent to the server. since you make x amount of data based on how much can happen in one second. there happens more, or I should say there is more accurate data the more fps you are producing. but if you are saying the two are unrelated to each other directly means that there is no basis for rates enforced by servers as you can't calculate the data as nobody has a clue what or when you got the sweet spot. |
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#5 | ||
![]() Join Date: Mar 2010
Reputation: 9
Posts: 176
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Quote:
Quote:
When 100 tick servers were around, rates were still forced to a minimum of 66, as some people didn't have the bandwidth or framerate to maintain 100 packets a second. |
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#6 |
![]() Join Date: Nov 2009
Reputation: 30
Posts: 334
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hmm ok, thanks cob
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