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View Full Version : Fire-kill delay, kill cam lying :P


CFH666
11-05-2003, 05:54 PM
Check this thread out which was started at iwnation


http://www.iwnation.com/Forums/index.php?act=ST&f=3&t=579&st=0#entry4875

g_synchronousclients defaulted to OFF,.

I also explained over there some effects for this and larger servers may want to keep it disabled as it seems to play better with 50+peopl with it off.


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ClickBouyow
11-06-2003, 08:31 AM
How noticable are the ping spikes? How long do they last? Will this cause dialups to be kicked?

imported_IW-Inherent
11-06-2003, 11:51 AM
You need a pretty fast server to run with 50+ people, the ping spikes could be from the server hitting 100% cpu.

CFH666
11-06-2003, 03:42 PM
Inherint, I watch the taskmanger while switching the g_synchronousclients on and off, and there was no change in cpu usage or bandwidth.

windows 2k3
specs are dual xeon 2.8, both are hyperthreading.
and bandwidth is uncapped and holding steady at 4 to 5% of 100mbits(4 to 5 mbits) with 60 ppl.

CPU usage depending on maps never peaks 20%, and I set windows to run COD in realtime and set the affinity to CPU 0. Since it wasnt made to run on multiple processsors, I figured forcing windows to not split the threads among cpus and only use one, this did yield a small performance increase, mainly at the beginning of maps when the pings spike sometimes.

Ive notice that our server specs out very similar to servers hosted by hosting companies.


But anyways, our server runs fine with it off so I am going to leave it as it is. I know that the game was only meant for 32 players so I understand that we may spike here and there which isnt a problem at all.


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