<!--quoteo(post=2029570:date=Nov 20 2012, 04:14 AM:name=Safewood)--><div class='quotetop'>QUOTE (Safewood @ Nov 20 2012, 04:14 AM) <a href="index.php?act=findpost&pid=2029570"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>@ grizzlyyy:</b> HL1 and GldSrc is built upon the Quake 3 engine. It's the same engine, just modified. The ticrate won't do much with hit registration, it's a problem with the game engine itself. Quite similar to Source engine's issues with hit reg.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you mean the quake 1 engine with portions of quake 2. 1 and 2 does make 3, though. But no.
<!--quoteo(post=2030225:date=Nov 20 2012, 09:46 AM:name=philogl)--><div class='quotetop'>QUOTE (philogl @ Nov 20 2012, 09:46 AM) <a href="index.php?act=findpost&pid=2030225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope. Left 4 Dead was played competitively for years at 30 tick and everyone knew it was awful. In the past year modders have been able to unlock altering the tick rate and anything above 30 is definitely noticeable. Listing games that run at lower tick rates is pointless, it's pretty simple maths that higher tick rate will create a better online experience.
However, it's been said before, the tick rate is set at 30 because that is the most stable number for server performance. Given future optimisation to the game the tick rate could be increased.<!--QuoteEnd--></div><!--QuoteEEnd-->
I googled hit registration and this was seventh on the list. <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=124826&pid=2029756&st=40&#entry2029756" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry2029756</a>.
<!--quoteo(post=2030216:date=Nov 20 2012, 09:38 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Nov 20 2012, 09:38 AM) <a href="index.php?act=findpost&pid=2030216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reason it is limited to 30 movement updates a second is because of server performance. You are correct in saying that other games can handle 100 tickrate no problem, but those games were coded in C++ not lua. Of course it would be awesome if they could get it to even 60 updates a second, but the spark engine just runs very poorly compared to gldsrc etc.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes that's what I don't understand. You would think that the Spark Engine, a new engine developed by UWE solely for NS2 would be able to outperform GLDSRC, an engine developed 13 years ago. Not only that, why LUA? I mean if coding it in C++ would have yielded better results then why the hell not? Besides it's already a disaster trying to navigate the endless code of the user config files and trying to determine what to change. If only it was as simple as "autoexec.cfg".
<!--quoteo(post=2030235:date=Nov 20 2012, 09:59 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Nov 20 2012, 09:59 AM) <a href="index.php?act=findpost&pid=2030235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you mean the quake 1 engine with portions of quake 2. 1 and 2 does make 3, though. But no.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2029606:date=Nov 19 2012, 10:38 PM:name=project_demon)--><div class='quotetop'>QUOTE (project_demon @ Nov 19 2012, 10:38 PM) <a href="index.php?act=findpost&pid=2029606"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->no they don't, they run at 64, which is why many are complaining of their forums... hit reg is pretty bad at low tics, especially for a game like cs<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, a great deal of <i>competitive servers</i> run at 128 tic. ESEA servers are set to 128 tic, and the majority of scrim servers that I've played on (including my own) run at 128. It's a simple matter of changing a command line option, then adjusting the maximum rates accordingly. By default, however, servers do run at 64 tic.
Higher tic is not always better, though. Sometimes it's better for a server to run at a lower tic, reducing strain on the server/clients.
<!--quoteo(post=2030481:date=Nov 20 2012, 01:36 PM:name=cornstarch42)--><div class='quotetop'>QUOTE (cornstarch42 @ Nov 20 2012, 01:36 PM) <a href="index.php?act=findpost&pid=2030481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, a great deal of <i>competitive servers</i> run at 128 tic. ESEA servers are set to 128 tic, and the majority of scrim servers that I've played on (including my own) run at 128. It's a simple matter of changing a command line option, then adjusting the maximum rates accordingly. By default, however, servers do run at 64 tic.
Higher tic is not always better, though. Sometimes it's better for a server to run at a lower tic, reducing strain on the server/clients.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey corn! Yes, the valuable lesson we've learned today. Don't buy your server at Walmart. If you want your players to have the best experience run a dedicated server on it's own box with optimal hardware and high tic. I blame the economy.
Stop posting BS about goldsource, it was directly based on the Quake 1 engine. You could set the tickrate to ANYTHING you wanted in gldsrc, with servers configured late in the NS1 comp scene running at 1000 ticks, complelely stable.
In terms of updaterates i believe the maxes tended to cap out around 150, although most servers never seemed to be able to sustain much over 100 IMO. Those settings allowed for a low interpolation setting, and was very beneficial to the melee vs ranged gameplay.
Newer engines are always going to run slower, why you would think the opposite is beyond me... Games have increased dramatically in terms of complexity, and simulating the entire world 1000 times per second is absolutely insane in current engines.
<!--quoteo(post=2030595:date=Nov 20 2012, 03:04 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 20 2012, 03:04 PM) <a href="index.php?act=findpost&pid=2030595"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flayra mentioned once that upping the tickrate would absolutely destroy the server's RAM.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't even see how that's remotely possible. That's like saying putting extra meat on a meatlovers pizza would destroy the bread.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.
<!--quoteo(post=2030491:date=Nov 20 2012, 01:39 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 01:39 PM) <a href="index.php?act=findpost&pid=2030491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey corn! Yes, the valuable lesson we've learned today. Don't buy your server at Walmart. If you want your players to have the best experience run a dedicated server on it's own box with optimal hardware and high tic. I blame the economy.<!--QuoteEnd--></div><!--QuoteEEnd-->
I had a chuckle, but i agree why limit and close of settings instead of letting people find settings that work better for there setup. You can have your default settings then anyone with a monster server can do whatever they like.
Telling the people that it'd be bad for servers is like telling children not to run through the house, just let them run into the wall a couple times and they'll learn there limits.
<!--quoteo(post=2030737:date=Nov 20 2012, 05:25 PM:name=HotelErotica)--><div class='quotetop'>QUOTE (HotelErotica @ Nov 20 2012, 05:25 PM) <a href="index.php?act=findpost&pid=2030737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had a chuckle, but i agree why limit and close of settings instead of letting people find settings that work better for there setup. You can have your default settings then anyone with a monster server can do whatever they like.
Telling the people that it'd be bad for servers is like telling children not to run through the house, just let them run into the wall a couple times and they'll learn there limits.<!--QuoteEnd--></div><!--QuoteEEnd-->
But but but, I don't want to frag aliens in a communist environment. I am entitled to beast servers and client configuration! Don't tread on me!
<!--quoteo(post=2030716:date=Nov 20 2012, 04:56 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 04:56 PM) <a href="index.php?act=findpost&pid=2030716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't even see how that's remotely possible. That's like saying putting extra meat on a meatlovers pizza would destroy the bread.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2030751:date=Nov 20 2012, 05:43 PM:name=turtsmcgurt)--><div class='quotetop'>QUOTE (turtsmcgurt @ Nov 20 2012, 05:43 PM) <a href="index.php?act=findpost&pid=2030751"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He wasn't being literal.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know... It wouldn't be the first time a Dev has said something they knew nothing about. For creating their own engines they sure are misinformed about hardware and performance. :S
Flayra isnt the engine developer.. so knowledge about the engine wouldnt be a focus for him.. They have stated that increasing the tickrate in Spark would not yield the desired results like source, as inputs are processed immediately. That said, there may be value in increasing the client and server update rates (one of which is already possible).
<!--quoteo(post=2030816:date=Nov 20 2012, 06:30 PM:name=xDragon)--><div class='quotetop'>QUOTE (xDragon @ Nov 20 2012, 06:30 PM) <a href="index.php?act=findpost&pid=2030816"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Flayra isnt the engine developer.. so knowledge about the engine wouldnt be a focus for him.. They have stated that increasing the tickrate in Spark would not yield the desired results like source, as inputs are processed immediately. That said, there may be value in increasing the client and server update rates (one of which is already possible).<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=2030924:date=Nov 20 2012, 08:57 PM:name=Imbalanxd)--><div class='quotetop'>QUOTE (Imbalanxd @ Nov 20 2012, 08:57 PM) <a href="index.php?act=findpost&pid=2030924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->TL;DR If you've played a modern day FPS, chances are the server was running between 30 and 40 ticks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh so that's why games these days are absolute ###### compared to their predecessors. Good to know.
<!--quoteo(post=2030716:date=Nov 20 2012, 08:56 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 08:56 PM) <a href="index.php?act=findpost&pid=2030716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't even see how that's remotely possible. That's like saying putting extra meat on a meatlovers pizza would destroy the bread.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd--> It may have to do with something NS is storing every tic not cleaning up as regularly. It's not impossible.
<!--quoteo(post=2030978:date=Nov 21 2012, 06:25 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 21 2012, 06:25 AM) <a href="index.php?act=findpost&pid=2030978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh so that's why games these days are absolute ###### compared to their predecessors. Good to know.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should tell us more about your competitive gaming career.
<!--quoteo(post=2030982:date=Nov 20 2012, 10:31 PM:name=MinstrelJCF)--><div class='quotetop'>QUOTE (MinstrelJCF @ Nov 20 2012, 10:31 PM) <a href="index.php?act=findpost&pid=2030982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should tell us more about your competitive gaming career.<!--QuoteEnd--></div><!--QuoteEEnd-->
Competitive gaming carree isnt that kind of an oxy moron?
<!--quoteo(post=2030982:date=Nov 20 2012, 10:31 PM:name=MinstrelJCF)--><div class='quotetop'>QUOTE (MinstrelJCF @ Nov 20 2012, 10:31 PM) <a href="index.php?act=findpost&pid=2030982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should tell us more about your competitive gaming career.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wouldn't call it a career. I'm not that full of myself. I've been playing CS since 1.3. I wen't CAL-M 1.6 and source with adept. CEVO-M in source and cod4. Played CGS Pro Am for a little then stopped playing competitively due to college. I was a mod in seal team six IRC and played competitively with foogz and keen from checksix gaming. Outside of Counter-Strike I don't have that much competitive experience because no other game really compares to the grandfather of competitive games. And I seriously hope your sig is a joke or that you're mocking somebody with it. Playing console competitive is like being a competitive eater, you may be good at it, but nobody cares. The skill cap for PC is much higher than that aim assist garbage joystick crap.
<!--quoteo(post=2030716:date=Nov 20 2012, 04:56 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 04:56 PM) <a href="index.php?act=findpost&pid=2030716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't even see how that's remotely possible. That's like saying putting extra meat on a meatlovers pizza would destroy the bread.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tickrate is the server processing commands from users and updating the game on the fly. Of course more tickrate would use up more memory and CPU time.
This game is pretty intensive even on modern hardware. In fact, UWE are using Multiplay to host their official servers (hardly 2002 hardware).
As others have mentioned, this isn't the Source engine. Spark is completely different and may affect server performance differently than X,Y,Z game built in a different engine.
From what I understand, UWE are working on optimization, so they may be able to allow for increased tickrates in the future.
<!--quoteo(post=2030978:date=Nov 21 2012, 08:25 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 21 2012, 08:25 AM) <a href="index.php?act=findpost&pid=2030978"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh so that's why games these days are absolute ###### compared to their predecessors. Good to know.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ye definitely. Hopping around a brown castle avoiding lava and firing a hit trace machine gun is way better than running through massive open fields in full blown armored warfare. LETS DO THE TIMEWARP AGAAAIIIIN
Don't quote me on this because I'm not entirely sure but I believe Max has said the only thing (that we would notice anyway) bound to server tick rate is server controlled entities, like the AI for whips, drifters and MACs.
They developed the engine with lua specifically to support modding. I don't know if they imagined performance would be such a big challenge though. Yet, I'm sure they knew there would be some downsides to using it over C++ but since they came from the modding scene they wanted to create a game that encouraged that. I guess it's debatable whether or not it was worth it.
<!--quoteo(post=2029569:date=Nov 20 2012, 06:12 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 06:12 AM) <a href="index.php?act=findpost&pid=2029569"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well Counter-Strike 1.5 and below ran on the Quake engine.<!--QuoteEnd--></div><!--QuoteEEnd--> <!--quoteo(post=2029581:date=Nov 20 2012, 06:21 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 06:21 AM) <a href="index.php?act=findpost&pid=2029581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GLDSRC is a modified Quake 3 Arena engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
What is this I don't even.
<!--quoteo(post=2030458:date=Nov 20 2012, 11:18 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 11:18 PM) <a href="index.php?act=findpost&pid=2030458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes that's what I don't understand. You would think that the Spark Engine, a new engine developed by UWE solely for NS2 would be able to outperform GLDSRC, an engine developed 13 years ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 servers have to keep up with probably about a 100 times more things than CS 1.6 servers.
<!--quoteo(post=2029581:date=Nov 20 2012, 06:21 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 06:21 AM) <a href="index.php?act=findpost&pid=2029581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regardless I can run a 30 tic server off of my iphone (dramatization). No but seriously off of my desktop without having to go through a server company. That should raise a red flag right there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why the hell would that raise a red flag? What red flag? Do you think the game server companies have access to some sort of super magical hardware no one else has?
These guys offer pretty good NS2 servers. They run on <i>a single core</i> of an overclocked i5-2500K. They can handle 30 server ticks, but probably not much more. Sure, you could dedicate all four cores to one game server and it could maybe run at 60+ ticks. Assuming the server code would thread perfectly to four cores and there weren't any issues with memory. That would also mean the cost of NS2 servers would quadruple (those dudes offer dedicated servers at $160/month). Hell, why not rent a server with dual 8-core Xeons and pay a thousand bucks a month to run your super awesome server at 120 ticks? Feel free to do that, no one's stopping you.
Comments
HL1 and GldSrc is built upon the Quake 3 engine. It's the same engine, just modified. The ticrate won't do much with hit registration, it's a problem with the game engine itself. Quite similar to Source engine's issues with hit reg.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think you mean the quake 1 engine with portions of quake 2. 1 and 2 does make 3, though. But no.
However, it's been said before, the tick rate is set at 30 because that is the most stable number for server performance. Given future optimisation to the game the tick rate could be increased.<!--QuoteEnd--></div><!--QuoteEEnd-->
lol, competitive left 4 dead.
Tomato, tomà to. They're all based on the very same engine, just modified to their needs.
Obviously it's preferable to have a higher tick rate but it isn't the end of the world.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=124826&pid=2029756&st=40&#entry2029756" target="_blank">http://www.unknownworlds.com/ns2/forums/in...p;#entry2029756</a>.
Yes that's what I don't understand. You would think that the Spark Engine, a new engine developed by UWE solely for NS2 would be able to outperform GLDSRC, an engine developed 13 years ago. Not only that, why LUA? I mean if coding it in C++ would have yielded better results then why the hell not? Besides it's already a disaster trying to navigate the endless code of the user config files and trying to determine what to change. If only it was as simple as "autoexec.cfg".
<!--quoteo(post=2030235:date=Nov 20 2012, 09:59 AM:name=dux)--><div class='quotetop'>QUOTE (dux @ Nov 20 2012, 09:59 AM) <a href="index.php?act=findpost&pid=2030235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think you mean the quake 1 engine with portions of quake 2. 1 and 2 does make 3, though. But no.<!--QuoteEnd--></div><!--QuoteEEnd-->
GLDSRC is a modified Quake 3 Arena engine.
Quake 1 actually *disappears into a cloud of wikipedia*
Actually, a great deal of <i>competitive servers</i> run at 128 tic. ESEA servers are set to 128 tic, and the majority of scrim servers that I've played on (including my own) run at 128. It's a simple matter of changing a command line option, then adjusting the maximum rates accordingly. By default, however, servers do run at 64 tic.
Higher tic is not always better, though. Sometimes it's better for a server to run at a lower tic, reducing strain on the server/clients.
Higher tic is not always better, though. Sometimes it's better for a server to run at a lower tic, reducing strain on the server/clients.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey corn! Yes, the valuable lesson we've learned today. Don't buy your server at Walmart. If you want your players to have the best experience run a dedicated server on it's own box with optimal hardware and high tic. I blame the economy.
In terms of updaterates i believe the maxes tended to cap out around 150, although most servers never seemed to be able to sustain much over 100 IMO. Those settings allowed for a low interpolation setting, and was very beneficial to the melee vs ranged gameplay.
Newer engines are always going to run slower, why you would think the opposite is beyond me... Games have increased dramatically in terms of complexity, and simulating the entire world 1000 times per second is absolutely insane in current engines.
I don't even see how that's remotely possible. That's like saying putting extra meat on a meatlovers pizza would destroy the bread.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.
I had a chuckle, but i agree why limit and close of settings instead of letting people find settings that work better for there setup. You can have your default settings then anyone with a monster server can do whatever they like.
Telling the people that it'd be bad for servers is like telling children not to run through the house, just let them run into the wall a couple times and they'll learn there limits.
Telling the people that it'd be bad for servers is like telling children not to run through the house, just let them run into the wall a couple times and they'll learn there limits.<!--QuoteEnd--></div><!--QuoteEEnd-->
But but but, I don't want to frag aliens in a communist environment. I am entitled to beast servers and client configuration! Don't tread on me!
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd-->
He wasn't being literal.
I don't know... It wouldn't be the first time a Dev has said something they knew nothing about. For creating their own engines they sure are misinformed about hardware and performance. :S
Do elaborate.
If you've played a modern day FPS, chances are the server was running between 30 and 40 ticks.
If you've played a modern day FPS, chances are the server was running between 30 and 40 ticks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh so that's why games these days are absolute ###### compared to their predecessors. Good to know.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd-->
It may have to do with something NS is storing every tic not cleaning up as regularly. It's not impossible.
You should tell us more about your competitive gaming career.
Competitive gaming carree isnt that kind of an oxy moron?
I wouldn't call it a career. I'm not that full of myself. I've been playing CS since 1.3. I wen't CAL-M 1.6 and source with adept. CEVO-M in source and cod4. Played CGS Pro Am for a little then stopped playing competitively due to college. I was a mod in seal team six IRC and played competitively with foogz and keen from checksix gaming. Outside of Counter-Strike I don't have that much competitive experience because no other game really compares to the grandfather of competitive games. And I seriously hope your sig is a joke or that you're mocking somebody with it. Playing console competitive is like being a competitive eater, you may be good at it, but nobody cares. The skill cap for PC is much higher than that aim assist garbage joystick crap.
If upping the tic to 100 is going to destroy your RAM I suggest ditching the server hardware from 2002.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tickrate is the server processing commands from users and updating the game on the fly. Of course more tickrate would use up more memory and CPU time.
This game is pretty intensive even on modern hardware. In fact, UWE are using Multiplay to host their official servers (hardly 2002 hardware).
As others have mentioned, this isn't the Source engine. Spark is completely different and may affect server performance differently than X,Y,Z game built in a different engine.
From what I understand, UWE are working on optimization, so they may be able to allow for increased tickrates in the future.
Ye definitely. Hopping around a brown castle avoiding lava and firing a hit trace machine gun is way better than running through massive open fields in full blown armored warfare. LETS DO THE TIMEWARP AGAAAIIIIN
<!--quoteo(post=2029581:date=Nov 20 2012, 06:21 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 06:21 AM) <a href="index.php?act=findpost&pid=2029581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GLDSRC is a modified Quake 3 Arena engine.<!--QuoteEnd--></div><!--QuoteEEnd-->
What is this I don't even.
<!--quoteo(post=2030458:date=Nov 20 2012, 11:18 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 11:18 PM) <a href="index.php?act=findpost&pid=2030458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes that's what I don't understand. You would think that the Spark Engine, a new engine developed by UWE solely for NS2 would be able to outperform GLDSRC, an engine developed 13 years ago.<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 servers have to keep up with probably about a 100 times more things than CS 1.6 servers.
<!--quoteo(post=2029581:date=Nov 20 2012, 06:21 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 20 2012, 06:21 AM) <a href="index.php?act=findpost&pid=2029581"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regardless I can run a 30 tic server off of my iphone (dramatization). No but seriously off of my desktop without having to go through a server company. That should raise a red flag right there.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why the hell would that raise a red flag? What red flag? Do you think the game server companies have access to some sort of super magical hardware no one else has?
<a href="http://www.ns2servers.com/game_servers/" target="_blank">http://www.ns2servers.com/game_servers/</a>
These guys offer pretty good NS2 servers. They run on <i>a single core</i> of an overclocked i5-2500K. They can handle 30 server ticks, but probably not much more. Sure, you could dedicate all four cores to one game server and it could maybe run at 60+ ticks. Assuming the server code would thread perfectly to four cores and there weren't any issues with memory. That would also mean the cost of NS2 servers would quadruple (those dudes offer dedicated servers at $160/month). Hell, why not rent a server with dual 8-core Xeons and pay a thousand bucks a month to run your super awesome server at 120 ticks? Feel free to do that, no one's stopping you.