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Dynamic cvar by number of players


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Hawk552
AMX Mod X Moderator
Join Date: Aug 2005
Old 11-21-2006 , 19:03   Re: Dynamic cvar by number of players
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Quote:
Originally Posted by kp_uparrow View Post
the rate will always be 6000 if there is nothing to change it
some 10000 is better than always 6000
No, it's not, because clients will never use that much anyway if there's less players.

I don't think you understand the math behind bandwidth consumption in HLDS. The more players, the more bandwidth each player takes up. Why? Let's say there's 3 players (Player A, B, C). The server has to transmit to A the locations of B and C, has to transmit to B the locations of A and C, and has to transmit to C the locations of A and B. That's 6 transactions (discounting the transmission between the server and client itself). Let's add player D. So it now looks like A: B, C, D - B: A, C, D - C: A, B, D - D: A, B, C. That's a total of 12 transactions.

What I said above is very very far from what actually goes on (there's a lot more to it, but that's the basics). I guess it's like saying "a car is a hunk of metal".
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