Devourer said:I would just like to post for the record. I did read the thread & never was I really replying to you "Ninjaboy". You stated in your 1st post. Even though that doesn't really make sense as right before you stated which totally sounds like a lack of bandwidth to me...... In any case. I was replying to post #2 "[5thW]Heide" who said & #6 "Zetsumei" which both most certainly sound like a lack of bandwidth. Although given what Zetsumei said I believe he has pretty limited bandwidth.
[RO]Ramm-Jaeger said:The dedicated server for the Unreal 2.5 Engine is quite CPU hungry. I highly recommend a dedicated processor of Intel 3.0 GHZ and up or an AMD 3000+ and up for a 32 player server. The ram usage however is nowhere near 2 gigs. The ram usage for the server should never go over 512 mb (if not even much lower than that). While BF2 can do 64 player servers, there is also an issue of fidelity and the types of levels the engine can do. BF2 can't do highly complex geometry (for things like building interiors) like Unreal can. We're working on some CPU improvements for the servers for future patches, but we can't really rewrite the engine or anything of that nature. Unreal will always be Unreal, and it is just CPU heavy.
GS_Schimpf said:Testing with rates higher than 10000 to see any difference is nonsense as all clients have a maxrate set to 10000 by default. So no client even tries to use your avised 25000 or what ever. If you want to check your bandwith you need to have 28 players with a clientrate higher than 10000. Just as a hint for your testing.
And tickrate DOES have an impact on performance. But you have to test it on tankmaps, Arad for example. If will recognize that it reaches the critical limit way earlier if you have a tickrate of 35. On the other hand you can squeeze 2 slots more if you set it to 20 but that would have a negative effect on hit calculation, as a noticabel amount of bullets and even shells seems to go through the target without effect.
I am testing on an AMD64 3000+ with 1GB only dedicated to running the RO server. To have a lag free game with standard settings, we can run 26 players max.
GS_Schimpf said:Testing with rates higher than 10000 to see any difference is nonsense as all clients have a maxrate set to 10000 by default. So no client even tries to use your avised 25000 or what ever. If you want to check your bandwith you need to have 28 players with a clientrate higher than 10000. Just as a hint for your testing.
And tickrate DOES have an impact on performance. But you have to test it on tankmaps, Arad for example. If will recognize that it reaches the critical limit way earlier if you have a tickrate of 35. On the other hand you can squeeze 2 slots more if you set it to 20 but that would have a negative effect on hit calculation, as a noticabel amount of bullets and even shells seems to go through the target without effect.
I am testing on an AMD64 3000+ with 1GB only dedicated to running the RO server. To have a lag free game with standard settings, we can run 26 players max.
As I said: bandwith doesn't appear to be the problem. Rather try some experiments wit the rate settings. If set up correctly you will clearly notice the impact on performance. Although it is not recommended to go lower than default with the tickrate.
Trust me, I have been testing with this stuff since the early mod days as we first set up a server for RO. Back then, performance did increase largely with introduction of 3369 patch. Too bad it doesn't seem to have any impact for the retail release...
Thanks for reply. So currently from Art of War Central I have: Woodcrest dual core 2.0 GHz, 2000MB Ram, 160GB SATA.
My options are: Dual Xeon 3.0GHz, 4000MB Ram, 160GB SATA
or
Pentium 4 3.0GHz, 1000MB Ram, 120GB SATA
What should I do? Any info would be great, then I can go to AoWC and pummel them for pushing dual cores for RO; which cannot be utilized, TY.