Devourer said:
If you guys want more players on your servers then learn how to adjust the client rates. Unreal engine servers are fantastic. I run a 32 player server on a 1.8 GHz A64 CPU perfectly fine & no one complains about lag.
The settings you want are.
MaxClientRate=15000
MaxInternetClientRate=10000
Those are default numbers. I run at 7000 for both.
Tickrate is useless. Leave it at its default.
Its also very helpfull to know your upload speed. Download is almost always insanely faster then upload. For instance my home connection is 2MB up & 15MB down.
I hate to burst your bubble but the MaxInternetClientRate will have almost no effect on your server unless your server doesn't have enough bandwidth to handle updating the players at the recommended speeds. The Clientrate is as follows:
"The netspeed decides how much data you want to send to the server each second. A netspeed of 5000 will try to send 5000 bytes of data each second. And yes, for the smart ones out there that already guessed it, netspeed of 13690 will send 13690 bytes pr second. Also, it tells the server how much data you want to receive each second. The servers seem to not allow going under 2000, clients have a minimum of 500.
Some interesting aspect with the netspeed, is that it limits your framerate. Your maximum expected framerate online with netspeed 5000 is 5000/64 = 78fps. You should not get more, you will often get less. So why /64 you ask? Well, it's kinda simple. Each time your computer does an update, it sends about 64 bytes of data. So the great doods at epic thought, let's do netspeed/64 and limit framerate that way, so the client does not exceed netspeed bytes sent pr second."
So there would be only two reason to change that rate - #1. If your individual client machine was not able to handle the expected framerate of a 10000 netspeed rate. #2. If your server was limited on bandwidth. It could also cause your clients to be shooting at the target and still "missing".
Tickrate 30, Netspeed 500
vs.
Tickrate 30, Netspeed 5500
The "tickrate" does effect the server by telling it how fast to process the information.
Tickrate 20 |
Tickrate 40
This is using one of the older Unreal Engines however the developers have stated the variables will effect the game in the same manner as they have not changed their meaning in their newer engines. I can't imagine a A64 1.8ghz being able to handle a 32player server effectively.