Server Help

General Questions - [?] Ultimate server.cfg and server.ini Latency Optimizations

L.C. - Fri Jun 22, 2007 2:16 am
Post subject: [?] Ultimate server.cfg and server.ini Latency Optimizations
My primary concern is for Dragonball Z, and would like to know if there are better latency optimizations than the ones the 2001 settings of this zone has. I would like to, if possible, improve gameplay through latency optimizations by whatever tools may be available. icon_smile.gif Thanks!

Dragonball Z (2001)
Quote:
[Flag]
FlagBlankDelay=200

[Latency]
SendRoutePercent=500
KickOutDelay=2000
NoFlagDelay=1000
NoFlagPenalty=300
SlowPacketKickoutPercent=200
SlowPacketTime=50
SlowPacketSampleSize=300
ClientSlowPacketKickoutPercent=200
ClientSlowPacketTime=40
ClientSlowPacketSampleSize=100
MaxLatencyForWeapons=45
MaxLatencyForPrizes=80
MaxLatencyForKickOut=120
LatencyKickOutTime=2200
S2CNoDataKickoutDelay=700
CutbackWatermark=2400
C2SNoDataTime=500
NegativeClientSlowPacketTime=0

[Misc]
SendPositionDelay=10
MaxTimerDrift=15

[PacketLoss]
C2SKickOutPercent=800
C2SNegativeKickOutPercent=50
S2CKickOutPercent=800
SpectatorPercentAdjust=100
PacketLossDisableWeapons=1

[Prize]
TakePrizeReliable=1
S2CTakePrizeReliable=1

[Radar]
RadarNeutralSize=128

[Routing]
RadarFavor=3
CloseEnoughBulletAdjust=512
CloseEnoughBombAdjust=2048
DoubleSendPercent=880
WallResendCount=2
QueuePositions=0
PosSendRadar=
PosSendEdge=
PosSendClose=
ClosePosPixels=

[Security]
S2CKickOutPercentWeapons=700
SecurityKickOff=1
PacketModificationMax=3

[Soccer]
SendTime=200
BallBlankDelay=200

Smong - Fri Jun 22, 2007 8:45 am
Post subject:
You could increase [Soccer] SendTime=200 for a bandwidth saving. All this setting does is control how often the ball data is resent. In theory the server doesn't even need to do this since it's just resending the exact same packet on every interval. All ball "events" (pickup, fire, etc) should ignore this setting and get sent immediately.

Unless shared team prizes are essential for game play (such as bots monitoring prize pickups like in WZCTF) then you can set [Prize] S2CTakePrizeReliable=0 for a bandwidth saving.
Animate Dreams - Fri Jun 22, 2007 9:10 am
Post subject:
Wow, Ultimate Latency Optimization. I'd never thought of anything like that, before. As soon as I get home, I'm creating the ULO squad, who wants to join?
Cheese - Sun Jun 24, 2007 1:39 pm
Post subject:
ive actually tried and messed around with this.

youll know you have gone too low when you get problems youve never seen before ;D

too much to go into -_-
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