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is 5Mbit upload enough for a 24 Slot server?

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I want to setup a Arma 2 CO server on 5Mbit upload, could I get some bandwidth recommendations for my config file if so?

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Not too sure, and the above link doesn't really tell you much about the said question either (though it does have other useful info), but at least for low player count servers it seems like you need about 0.1MBIT per player. If the increase is linear for more slots or not I don't know, but you're likely to be safe with 5MBit on a 24 player server.

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I would say NO WAY!

But, then again, it depends what type of missions you gonna play. Several missions on my server send 3-3.5 Mb to each client (add clients and read result).

Let's say you are 25 players on server (for the math) [25 players/5Mb (5242880 bit) = around 5 kb inbound to each client....

Do an easy check, start [Task Manager] select [Network], check bandwith usage (both in and out), multiply with clients you want on server, and viola, you got server outbound requirement (remember: your IN is servers OUT).

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Dorph;1951935']Yes its more than enough' date=' for configs look at [url']http://www.kellys-heroes.eu/files/tutorials/dedicated/[/url]

Could somebody explain to me on how I would set these values?

Bandwidth the server is guaranteed to have (in bps).

This value helps server to estimate bandwidth available.

Increasing it to too optimistic values can increase lag and CPU load

as too many messages will be sent but discarded. Default: 131072

*/

MinBandwidth=15000000;

/*

Bandwidth the server is guaranteed to never have.

This value helps the server to estimate bandwidth available.

*/

MaxBandwidth=100000000;

/*

Maximum number of messages that can be sent in one simulation cycle.

Increasing this value can decrease lag on high upload bandwidth servers. Default: 128

*/

MaxMsgSend = 1024;

/*

Maximum size of guaranteed packet in bytes (without headers).

Small messages are packed to larger frames.

Guaranteed messages are used for non-repetitive events like shooting. Default: 512

*/

MaxSizeGuaranteed = 1024;

/*

Maximum size of non-guaranteed packet in bytes (without headers).

Non-guaranteed messages are used for repetitive updates like soldier or vehicle position.

Increasing this value may improve bandwidth requirement, but it may increase lag. Default: 256

*/

MaxSizeNonguaranteed = 64;

/*

Minimal error to send updates across network.

Using a smaller value can make units observed by binoculars or sniper rifle to move smoother.

Default: 0.01

*/

MinErrorToSend = 0.0025;

/*

Users with custom faces or custom sounds larger than this size are kicked when trying to connect.

Use this wisely as it can be the cause of alot of Join in Progress lag.

1600000 = 160k

*/

MaxCustomFileSize=0;

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5Mb isnt 5242880 bits. its exactly 5000000.

5 MB on the other hand is 5242880 bytes.. there is a diffrence between Mb & MB. 8 bits per byte.

5 x 1024 x 1024.

so your math is wrong..

lets take 5000000 / 1000 / 8 -> is about 625 KB

now take 625 KB and divide it on 25 clients.

each client can have a max of 25 KB/sec

this value seams a bit low to me

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Is 25 KByte/sec really too low? It's more than my upload speed and I can host a 2-3 player server just fine... So the only way 25 KBytes/sec per player won't be enough is if for large missions the requirements actually increase by more than double...

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Is 25 KByte/sec really too low? It's more than my upload speed and I can host a 2-3 player server just fine... So the only way 25 KBytes/sec per player won't be enough is if for large missions the requirements actually increase by more than double...

well it depends.. i mostly play warfare. and i use lots of ai's, this requiers more bandwidth than example a coop mission or a pvp mission without ai's

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so your math is wrong..

My math is wrong... :o

Why not set up the server, and then decide if you are good with it or not?

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