Bandwidth Usage
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Bandwidth Usage
About how intense in bandwidth usage is Zandronum? Is it comparable in size to the .CLD files from recordings? If not, how much more/less would it be?
- ibm5155
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RE: Bandwidth Usage
Hmm it tends to eat more compared to skulltag, but it also depends of how many monsters/scripts/other things are running, and how well/optimized they´re
I only saw the scripts bandwidth, with a server side comand, I could fix some "simple" scripts that were eating 1kb/s of bandwidth D:
I only saw the scripts bandwidth, with a server side comand, I could fix some "simple" scripts that were eating 1kb/s of bandwidth D:
Last edited by ibm5155 on Tue Aug 06, 2013 12:19 am, edited 1 time in total.
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- Hypnotoad
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RE: Bandwidth Usage
Use SV_MeasureOutBoundTraffic and then DumpTrafficMeasure to see bandwidth usage.
RE: Bandwidth Usage
It really depends on the wad you play.. Something like chillax is a bandwidth sink and I even saw it consume 3 MB per second.. some wads like WDI take ages to reach 40 mb used etc
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RE: Bandwidth Usage
Chillax uses 3mb a second? Are you sending a million actor states every second or something because that is damn crazy.
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RE: Bandwidth Usage
Remember, Chillax has hundreds, maybe thousands, of monsters in the same room all moving at the same time. Add that with any number of players, projectiles, spawning things... you get the picture.
- mr fiat
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RE: Bandwidth Usage
i played chillax a few times, i personaly dont find it a very fun wad because it consist of impossible to beat maps that as you said have litterly thousands of monsters in a single room.Yellowtail wrote: Remember, Chillax has hundreds, maybe thousands, of monsters in the same room all moving at the same time. Add that with any number of players, projectiles, spawning things... you get the picture.
RE: Bandwidth Usage
Chillax is terrible but I admit can be fun IF you get a team of trusty players -lol-.
The fun in it is pretty much map dependent.. some maps like map32 are fun to watch while map13 is a @#$# piece of @##% with infinite monsters and insanely boring to watch -why there always is a troll shutting players off server playing it.. it should never be even in maplist-
The fun in it is pretty much map dependent.. some maps like map32 are fun to watch while map13 is a @#$# piece of @##% with infinite monsters and insanely boring to watch -why there always is a troll shutting players off server playing it.. it should never be even in maplist-
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RE: Bandwidth Usage
In case BloodyAcid was asking for actual bandwidth usage as a client, rather than a whole server usage - type stat nettraffic in console.
The comprehensive list of values shown are: bytes received this tick, bytes received last second, max bytes received per second, bytes sent this tick, bytes sent last second, max bytes sent per second.
The comprehensive list of values shown are: bytes received this tick, bytes received last second, max bytes received per second, bytes sent this tick, bytes sent last second, max bytes sent per second.
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- ibm5155
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RE: Bandwidth Usage
3mb/s or 40mb/s ? I think it too much, like how could someone play a mod like this one if they don´t have enough internet D:
I really think it´s 3 or even 40kb/s.
Well on zombie horder on my own server the max that I saw was 23kb/s D:.
I think 40mb/s would be like stream a blue-ray movie, it´s too much data for such simple things (I think that a simple imp doesn´t even eat 12bytes of data xD)
I really think it´s 3 or even 40kb/s.
Well on zombie horder on my own server the max that I saw was 23kb/s D:.
I think 40mb/s would be like stream a blue-ray movie, it´s too much data for such simple things (I think that a simple imp doesn´t even eat 12bytes of data xD)
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RE: Bandwidth Usage
I remember players hosting a holy hell server... all I can say 7 mb connection couldnt even let me connect to server
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- Zandrone
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RE: Bandwidth Usage
Depends on the wad.
Zdoomwars = 1000+ monsters = 1000+ position updates = 35000+ updates per second = huge file.
Duels with 2 players are really small.
Zdoomwars = 1000+ monsters = 1000+ position updates = 35000+ updates per second = huge file.
Duels with 2 players are really small.
RE: Bandwidth Usage
It's not bandwidth usage that prevents you from connecting. Missing packets happens on localhost too.
I tried testing it once with konar in what version zandro/98e got worse compared to 98d with loads of monsters. But the results were void because my cpu bottlenecked and i noticed it too late.
As a client chillax on maps like 13 only go to 800 kb/s on connecting/just after connecting.
Someone should look into this really.
I tried testing it once with konar in what version zandro/98e got worse compared to 98d with loads of monsters. But the results were void because my cpu bottlenecked and i noticed it too late.
As a client chillax on maps like 13 only go to 800 kb/s on connecting/just after connecting.
Someone should look into this really.
Last edited by Frits on Tue Aug 06, 2013 4:30 pm, edited 1 time in total.
- Torr Samaho
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RE: Bandwidth Usage
Well, if Zandronum needs more bandwidth than 98d, then most likely because of bug fixes that make Zandronum send information 98d should have send but didn't.Frits wrote: I tried testing it once with konar in what version zandro/98e got worse compared to 98d with loads of monsters. But the results were void because my cpu bottlenecked and i noticed it too late.
If any given wad needs too much bandwidth, you could use Zandronum's built in traffic analysis to figure out what's eating the bandwidth. When the culprit is found, we can start thinking about how to optimize the traffic usage.
Sounds as if this is caused by transferring the full update to a newly connecting client.Frits wrote: As a client chillax on maps like 13 only go to 800 kb/s on connecting/just after connecting.
- ibm5155
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RE: Bandwidth Usage
chillax: 34kb/s on map16 (with +-2000 monsters ingame, and most of then actived)
zombie horde:10kb/s on almost all maps
I think it´s a nice result :D
EDIT:
*___* my map only eats 6kb/s and max 8kb with 12 players (I thinked the ravishing script would kill the bandwidth but it eated less than 1kb :O), it´s weird to know that my map is one of the one that use less band on zombie horde O_o (At least from what I see...
zombie horde:10kb/s on almost all maps
I think it´s a nice result :D
EDIT:
*___* my map only eats 6kb/s and max 8kb with 12 players (I thinked the ravishing script would kill the bandwidth but it eated less than 1kb :O), it´s weird to know that my map is one of the one that use less band on zombie horde O_o (At least from what I see...
Last edited by ibm5155 on Wed Aug 07, 2013 12:38 am, edited 1 time in total.
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Zombie Horde - ZM09 map update: [3/15/13]
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<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
RE: Bandwidth Usage
Hmm actually chillax is nothing bandwidth wise compared to some of the later maps in the wad -Don't know the numbers since not on zan pc but I know one that crashes most people once it starts
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RE: Bandwidth Usage
I think I'll use this from now on. Thanks.Konar6 wrote: In case BloodyAcid was asking for actual bandwidth usage as a client, rather than a whole server usage - type stat nettraffic in console.
The comprehensive list of values shown are: bytes received this tick, bytes received last second, max bytes received per second, bytes sent this tick, bytes sent last second, max bytes sent per second.
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RE: Bandwidth Usage
Cool, that's what I was looking for. Thanks.Konar6 wrote: In case BloodyAcid was asking for actual bandwidth usage as a client, rather than a whole server usage - type stat nettraffic in console.
The comprehensive list of values shown are: bytes received this tick, bytes received last second, max bytes received per second, bytes sent this tick, bytes sent last second, max bytes sent per second.