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发表于 2004-9-5 02:39:52
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来自 中国–广西–柳州–柳江区
哈,终于给有心人找到方法了。
不过还有个参数,是降低延迟的,具体是降低什么样的延迟我不清楚,照字面来看应该是降低服务端对客户端的反应。
1.5的要3.1.1.1e才有这个参数,也就是2615板服务端,这个参数只对linux有效,win系统不用加这个参数。
1.6的支持这个参数。
pingboost和我说的降低延迟的参数在官方发布的3.1.1.1e时,有个changelog上面说有,哪个地方都可以找到。有心人可以自己去找。
pingboost官方说明:
Pingboost in hlds
All the pingboost modes attempt to reduce the latency caused by the server. The default implementation adds around 20msec to each players ping (under linux).
Mode "1" reduces this by using a different wait method (a select() call). This method reduces the latency to 10msec.
Mode "2" uses a similar but slightly different method (and alarm() type call). Again, the result it 10msec worth of latency being added. NOTE that this method has the potential to hang a server in certain (terminal) situations. If anyone has used this mode recently (not the first test we did!) and it hangs please speak up
Mode "3" minimises the latency to the minimum possible level by processing a frame EVERY time a packet arrives. This causes the lowest possible latency, but can also cause extreme CPU usages (it does a complete frame for every packet, with each player sending lots of packets per second and 30 players this adds up to insane amounts of frames). Use this mode at your own risk, it will consume all available CPU, don't complain that cstrike uses too much CPU if you use this mode In a future release this mode will be tweaked to let the admin balance latencies agains CPU usage (by processing a frame every N packets).
OBS!! There is also an external modules called "pingbooster" by UDPSoft (or is it UDPSoftware?). They implement something like mode "3". As this is an external module, and was built for an older version of HL (1108) it may not work properly any longer, and future releases may (accidently) break it.
我对上面的英文理解是这样的:
-pingbooster 1 降低客户端的ping 10ms
-pingbooster 2 降20 ms
-pingbooster 3 最快,就是客户端实际的ping是多少,就是多少,但会占用很多的cpu和内存。
1 2怎么理解呢?
意思就是cs服务器初始是不哪么快返回数据给客户端,假设服务器定义30ms才返回数据给客户端,如果你选1的话,就是20ms反回,如果你是2,就是10,如果你3,就延迟。
有些人可能会问,操,我用hlsw看才1x的ping,还能怎么降呀,我是这么认为的:
ping包很小的,如果你用ping这个去测试服务器,只是发送64字节的数据去测试,而正常玩家连到服务器,来往的数据可能会有1000-2000字节,ping就会比用64字节要大得多。
有理解不对的地方,请高手指正。
随便再说说sys_ticrate这个参数。
这个参数定义服务器运行的最高fps值,初始是100,设定越高占用cpu 越多。
win下的hlbooster会很变太的设定为10000,我觉得一般设为300-500就行了,再高没什么意义。 |
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