NS server bandwidth

FlayraFlayra Game Director, Unknown Worlds EntertainmentSan Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
<div class="IPBDescription">Run a server and want to help?</div>Hey everyone,

Does anyone have any recent data on how much bandwidth (up and down) running an NS server takes? I searched the forums and just found some very old posts.

In particular, I'm wondering how many players a cable modem could serve. If anyone could post their measurements here, I'd really appreciate it.

Thanks!

Comments

  • ChocolateChocolate The Team Mascot Join Date: 2006-10-31 Member: 58123Members
    edited July 2007
    I'm not really sure if is possible to run a server on a cable internet connection. Atleast for my ISP, it apparently prevents me from hosting any type of server like that. This is most likely because it is supposed to be a home internet connection and they don't want me hosting a server on it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />.

    As for the first question, I can't really give any exact figures, but my hypothesis is that:

    <i>With a 250 - 300kbps upload speed you could run an average 6 vs 6 game of NS (as in no turret farms or mine spams). Expect pings around 150, getting as low as 100 - 125 if player is near host.
    With a 500kbps upload connection speed you could run the same game with an average ping of around 100.</i>

    That's what I think... I can't test this for myself because I get an upload speed of 100kbps or less (but yet I get 500kbps download speed) <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    8 kb/s up and down for each player is probably all you'll need for good performance.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    edited July 2007
    Since my server is empty damn near all the time (apparently no one likes vanilla servers) I can't give you an exact number atm, but next time I host a scrim (probably tomorrow) I'll at least be able to give you average bandwidth numbers for a 6v6 with maxed out server rates.


    EDIT: I decided to just generate a bw graph for the hour or so we were scrimming a couple hours ago. I hope this provides some useful information. The bandwidth measurements are in kilobits, not kilobytes.

    <img src="http://evolvens.com/bwusage.png" border="0" alt="IPB Image" />

    Also note that the "in" is green, but in is with respect to the switch, not the server. So the green is the server's outbound bandwidth and the blue is the inbound. There were 12 players and 2-3 specs the entire game.

    If you'd like more graphs, or would like it zoomed in a little tighter I can do that also, would provide a better average calculation, but it's clear about 700Kb upstream and 600Kb downstream is sufficient most of the time.
  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    edited July 2007
    Would it not be fair to say that those snmp stats are from the interface, and represent all of the other traffic to and from the server too. This is obviously an important metric, assuming there are no other services running on your server.

    Another way to look at the problem is to take the theoretical maximum rates that clients can transmit and receive. cl_rate is locked at 9999 on HL, so a client can't transmit more than this,and the server has an internal cap on rate at 20,000, so it won't transmit any more than this per player.

    So, on the downstream, a server will burst a maximum of 20kbps per player. For an 18 player server, that's 360kbps down and 180kbps up.

    In reality, an NS server seems to average at about 7-8kbps down per player. I'm not sure if any of the popular server side mods add to the overhead.

    Add a HLTV and you get a little more, as a HLTV stream is not bound by 'rate'.

    As for running a server on a cable service, well, it should be fine with a high quality cable service, but wouldn't work too well on the typical contended cable or dsl service that 90% of people still have. With DOCIS 3.0 products coming out this year, and aggressive deployment schedules due to competition from DSL and fibre, I'd expect this story to be very different in a years time. The Live service from microsoft seems to work okay, but I don't know how aggresive they have to be in their net code to allow it.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    edited July 2007
    <!--quoteo(post=1639810:date=Jul 20 2007, 09:41 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Jul 20 2007, 09:41 AM) [snapback]1639810[/snapback]</div><div class='quotemain'><!--quotec-->
    Would it not be fair to say that those snmp stats are from the interface, and represent all of the other traffic to and from the server too. This is obviously an important metric, assuming there are no other services running on your server.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Correct, but all that runs on the server attached to that particular port is 2 completely dead public NS servers, an NS 1.04 server and the private scrim server, so I'd say near 100% of that bandwidth was from the scrim.


    EDIT: hltv.cfg does have a rate setting, but I did not use HLTV during this scrim.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    So, at present (in the UK, at least) the standard BT offering is 478kbps upload, which would equate to 60KBps without overhead. You're looking at no more than 6 players, in that situation, unless you're going to start contending them...

    - Shockwave
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    Dont over complicate this:

    Easiest way of getting this data.

    1. Ask a popular server of the size you are looking for to check this on their servers web management interface. Most reputable server providers these days track this for you anyhow.


    I would do this for you but I no longer run any servers for the competative league and dont have any historical data.

    I know its very little though.
  • ZydecoZydeco Join Date: 2005-03-06 Member: 43794Members, NS1 Playtester
    YO-Clan used to average around 300-400 Kilobit/s when full (18 players) if i remember correctly.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    <!--quoteo(post=1642621:date=Aug 7 2007, 08:49 PM:name=Zydeco)--><div class='quotetop'>QUOTE(Zydeco @ Aug 7 2007, 08:49 PM) [snapback]1642621[/snapback]</div><div class='quotemain'><!--quotec-->
    YO-Clan used to average around 300-400 Kilobit/s when full (18 players) if i remember correctly.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    That's about half what my server with 12 playing and 3 or less specs (I forget now). Although I'd guess those playing a scrim are more likely to have set their rates higher, which may explain this.
  • NiebelungNiebelung Join Date: 2006-11-12 Member: 58565Members, Constellation
    <!--quoteo(post=1639793:date=Jul 19 2007, 11:04 PM:name=asmodee)--><div class='quotetop'>QUOTE(asmodee @ Jul 19 2007, 11:04 PM) [snapback]1639793[/snapback]</div><div class='quotemain'><!--quotec--> Since my server is empty damn near all the time (apparently no one likes vanilla servers) I can't give you an exact number atm, but next time I host a scrim (probably tomorrow) I'll at least be able to give you average bandwidth numbers for a 6v6 with maxed out server rates.


    EDIT: I decided to just generate a bw graph for the hour or so we were scrimming a couple hours ago. I hope this provides some useful information. The bandwidth measurements are in kilobits, not kilobytes.

    <img src="http://evolvens.com/bwusage.png" border="0" alt="IPB Image" />

    Also note that the "in" is green, but in is with respect to the switch, not the server. So the green is the server's outbound bandwidth and the blue is the inbound. There were 12 players and 2-3 specs the entire game.

    If you'd like more graphs, or would like it zoomed in a little tighter I can do that also, would provide a better average calculation, but it's clear about 700Kb upstream and 600Kb downstream is sufficient most of the time. <!--QuoteEnd--></div><!--QuoteEEnd-->

    sweet, i can run a 16 player server and play. pwn. hello new evolve match server, goodbye beowulf complaining. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    I've got a 24/1 megabit down/up ADSL connection, it actually runs at about 12/1. I can <i>just barely</i> host a 6v6 vanilla server. Rego gets a bit sloppy when the server's full and there's a few turret farms.

    I was looking at roughly 4-6 kB/s per player on my upstream, which was the limiting factor.

    --Scythe--
  • NiebelungNiebelung Join Date: 2006-11-12 Member: 58565Members, Constellation
    edited August 2007
    hmm 15/1 cable here, but i see 10000+(hard to max out, lol)/950 kbits . . . i know it'll peg 900 up for hours too. im a nice 8-10 ms away from the l.a. super-hub.

    although i agree that numbers go out the window when it comes down to reality . . . i'll just have to try it out one of these days.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    edited August 2007
    Having the necessary throughput is not necessarily all you need. You actually need to have well over what my graphs are showing. The reasoning for this is that the data is bursting and what you're seeing in the graphs are a lot of averages over long (multiple seconds) periods of time.

    I'll use an extreme example. Let's say you average over 2 seconds and get an average of 800kbit, but for 1 second of that time the bandwidth used was actually 1600kbit and for the other second it was 0kbit (I said extreme ok? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). The point is this is an average over 1 second of 800kbit. In this scenario if your upstream limit is 1000kbit, you would still experience problems.

    In reality the peaks in this data are going to last for much shorter periods than 1 second, but they will still be present and will be affected by your upstream being less than what the peaks require. Simply having greater than the averages my graph is showing isn't enough.

    I do not have data on how high the peaks actually hit, but be sure that there are peaks and that having 1mbit upstream isn't going to cut it. Even if the peaks just barely touch 1mbit (and never break it), having 1mbit upstream just means that's the theoretical max, not what you're actually going to get when transmitting to 12 different locations on the internet.

    Additionally, as you all are aware I'm sure, throughput isn't the only important aspect to your gaming experience. You also have to consider latency. As you reach the capacity of your upstream, the latency increases. Furthermore, dsl speed tests and the like do not fully take into account the effects of packet loss. Speed tests on sites like dslreports.com use TCP, which basically means that if a packet is lost it is retransmitted. The result is a slightly lower than actual transmission speed (because dropped packets get retransmitted and not counted as being transmitted multiple times by the speed test), but they do not show you packet loss. Games use UDP, which means that when a packet is lost it is not retransmitted (I'm aware HL has built in retransmission of packets by way of cl_cmdbackup and cl_resend, but that's a seperate issue). Packet loss will cause a more problematic game experience than high ping being that the HL engine does have lag compensation to some degree, but cannot compensate for packet loss (in cases where there is enough loss that it is not fixed by the cmdbackup and the resend).
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    16/2 Mbit DSL

    and I can host a 10vs10 without probs, as long as I use a wired connection.

    Thats 12.8 KiloByte per player.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    <!--quoteo(post=1643860:date=Aug 15 2007, 08:27 AM:name=Faskalia)--><div class='quotetop'>QUOTE(Faskalia @ Aug 15 2007, 08:27 AM) [snapback]1643860[/snapback]</div><div class='quotemain'><!--quotec-->
    16/2 Mbit DSL

    and I can host a 10vs10 without probs, as long as I use a wired connection.

    Thats 12.8 KiloByte per player.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    I won't deny that's possible. A lot of people (even those experience with NS and other HL games) never bother to change their rates, which by default are quite low.
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    In the past when i had Optimum Online Cable, upload rate was 120kb/s max.

    With this i was able to run an ns server with 24 players. Each client averaging 4-5kb/s

    I'm assuming clients had rates at default values cl_cmdrate 30.
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    <!--quoteo(post=1644315:date=Aug 17 2007, 03:21 PM:name=Misfire)--><div class='quotetop'>QUOTE(Misfire @ Aug 17 2007, 03:21 PM) [snapback]1644315[/snapback]</div><div class='quotemain'><!--quotec-->
    In the past when i had Optimum Online Cable, upload rate was 120kb/s max.

    With this i was able to run an ns server with 24 players. Each client averaging 4-5kb/s

    I'm assuming clients had rates at default values cl_cmdrate 30.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    You probably had 1Mbit up, which is 125KB/s, which I think would make sense considering random people on the server and probably majority using default rates.

    I'd be interested in seeing a graph of bandwidth with everyone using default rates. It would also be a more accurate representation of an average group of people you would play with.
  • ThiefThief Ownage Join Date: 2003-08-09 Member: 19214Members, Constellation
    got an example of rates people use during scrims?
  • asmodeeasmodee Join Date: 2007-06-20 Member: 61317Members, Constellation
    <!--quoteo(post=1645650:date=Aug 27 2007, 03:23 AM:name=Thief)--><div class='quotetop'>QUOTE(Thief @ Aug 27 2007, 03:23 AM) <a href="index.php?act=findpost&pid=1645650"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->got an example of rates people use during scrims?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Valid rates (at least for ANSL) are
    cl_cmdrate 40-121
    cl_updaterate 40-121
    rate 7000-25000

    Higher is better (if your internet connection can handle it).

    I think the default cmd and update rates are 30.
  • suicidalmondayssuicidalmondays Join Date: 2007-02-12 Member: 59960Members
    I used to run 6v6 on UT2004 and that game seems like it would be a little more stress on my system/connection. The only reason I didn't go higher was because my rig itself couldn't handle it hah.

    I'm not sure of how to convert these numbers but I have 17798 kb/s download and 2039 kb/s upload

    Haven't tried it on NS yet... but I'd imagine at least equal to UT?
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1645798:date=Aug 27 2007, 07:44 PM:name=suicidalmondays)--><div class='quotetop'>QUOTE(suicidalmondays @ Aug 27 2007, 07:44 PM) <a href="index.php?act=findpost&pid=1645798"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not sure of how to convert these numbers but I have 17798 kb/s download and 2039 kb/s upload<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats most likely kilobits.
    You convert according to the following rules:

    8 bit equal 1 byte

    1024 equals kilo K

    1024 kilo equals mega M

    1024 mega equals giga G

    1024 giga equals terra T

    To tell byte and bit apart you usually use a capital B for byte and a small b for bit.

    So your connection would be roughly a 16/2 Mb pipe.

    Or a 2/0.25 MB pipe.
  • FlowerpodFlowerpod Join Date: 2007-01-07 Member: 59495Members
    Our server:

    I use this to calculate the values:

    sv_maxrate = upload rate * 8 * 125 / server size (server size = human players; do not include bots)
    sv_minrate should always be set at 0 (If we talk about small servers)
    sv_maxupdaterate = sv_maxrate / 512 (that 512 is probably more secure to use than 300..)

    We had a 2 Mb upstream so I tested the TRUE upload rate and I got 190KB:

    sv_maxrate 190 * 8 * 125 / 14 = 13571 ~ 13500 (best to round down. DSL lines have always problems..)
    sv_minrate 0
    sv_maxupdaterate 26,36 ~26 (but I read somewhere that this value should not be put over 20 on small servers..dunno)
    sv_minupdaterate 24

    We've been hosting a server for 16 players with loads of plugins and the pings have stayed at desirable rate..
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    I have been wondering for sometime now what kind of connection I would need to host a server. I have not ever done so but I thought my cable would be sufficent for a 32 man server. It seems it might now, although the DL speed is set to 6M I don't recall the upload and I imagine it is below 1M. I have a lot more respect now for the servers running 20+ person servers with plugins.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    Hmm...why would flayra want to know how many players an average cable modem could serve?


    It almost sounds like he's working on an...downloaded console version to be released over 360 live arcade and Playstation network, what with there listen servers and all. Im starting that rumor right now. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" />

    On topic: isnt the general rule with HL1/source games is that 6kb per person is enough?
  • MindmeldmeMindmeldme The Evil One Join Date: 2002-10-27 Member: 1637Members
    From that stand point he could be looking at ways to make NS 2 run more effeciantly over cable so more servers can be up from Casual users. He could be looking at sorting something out for PS3 and 360 as well but I would personally think that would be a pain to port while work is going on source. This is just spequlation on my part but I think anything to make the code run more smoothly means I could roll a 20+ person server at home on my Cable connection.
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