Gaming Zone > Unreal Tournament 2004

Technical help on Netspeed?

<< < (2/3) > >>

Piglet:

--- Quote from: Zinst on January 06, 2020, 04:47 ---I'm not sure but maybe look here:
https://unrealadmin.org/forums/showthread.php?t=29246

--- End quote ---

Ahh - no that doesn't help. The issue is that the engine dynamically changes the maximum client rate depending on the maximum number of players configured.

We want the maximum client rate on the maximum number of players.

At the moment we can have either the player numbers or the rate but not both at the same time.

We have a 200Mbps both ways connection...so there is no bandwidth issue

holyspam:
Have you put both of these in the server ini?

--- Code: ---[IpDrv.TcpNetDriver]
MaxClientRate=20000
MaxInternetClientRate=20000
--- End code ---


But the players need to change theirs too, or else player netspeed doesnt go to 20000
Those two above are in ut2004.ini for players and there's also these two in user.ini:

--- Code: ---[Engine.Player]
ConfiguredInternetSpeed=20000
ConfiguredLanSpeed=20000
--- End code ---


IIRC MaxClientRate is the maximum you send per player
MaxClientRate is the maximum for LAN servers
Maybe it needs both? No idea.

The proper way to do this, would be to re-organise all code and choose which info is needed every tick VS every X seconds/end of round/death etc


Out of curiosity, what happens at 50-60-100 players?Is there a new limit?
Maybe epic decided that <16 players is LAN and >16 is internet, so internal checks reset the speed limit

Piglet:
Yes, the client has to up the limit too.

What I'm seeing is the server capping to 10k at over 16 players regardless of the server settings.  I'm looking for a way round that.

hagis:

--- Quote ---3. If you start the server with 16 player slots (MaxPlayers=16) the server allows connection at 20k.... If we change the maximum number of players allowed to 32 mid-game, the client connection stays at 20k and all is well.
--- End quote ---

is there not some hack way round this - presume on map change the 10k limit returns?

Piglet:
We could write something which sets the player count to 16 at map end, and 32 at map start. I have no idea when it decides the max netspeed and how that would work for players joining.

We can't be the first people to have this issue, but I can't find anything similar on the internet

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version