Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Customizable Bandwidth setting for players to choose a bandwidth appropriate to their own connection. Can further improve structure-streaming speed, if you have sufficient bandwidth to handle it as a client. (Can also eliminate any remaining DC's if you reduce it and you're on a lower bandwidth connection.)
That link didnt help bro and what you typed didnt provide any real info other than structure streaming speed.
nice... just say: this part of tcp/ip protocol about 30years ago...
32 players
80kb/s
Team Fortress 2
24 players
80kb/s
Counter-Strike: Global Offensive
20 players
128kb/s
ARK: Survival Evolved
100 dinosaurs + buildings + maybe some players
60kb/s
The bandwidth required can easily be calculated by 2 simple things.
How many times per second are you downloading an update?
How much data is in each update?
With 64 players on CS:S there were updates larger than 3kb that weren't uncommon. By default you download 20 updates/sec but most players use 66 because it is an option you can change. I believe ARK downloads 30 updates/sec. If ARK only downloaded 20 updates/sec and there were only 64 active dinos around you causing 3kb updates that would equal 60kb/s. That leaves no room for downloading structures and there are usually 100 active dinos around you.
Many people may argue that NPC require much less data. That is not true. The only data you are downloading in counter strike is where the player is, what direction they are facing, did they fire a gun, is their flash light on. Very simple stuff like that. However you are uploading alot more data than that to the server. The server recieves data of exactly when you shot, how you've moved your mouse, and any key you've pressed on your keyboard, etc. The server uses this accurate information to calculate what happens, and sounds the simple data out to you.
The biggest problem with the official servers is their hardware. Their CPU's suck and they can't maintain 66.666... fps like they're supposed to, but instead they will drop down to single digit numbers at times.
Sadly not only are official servers limited to 60kb/s bandwidth, but unofficial servers are tourtured with it.
Now if you're really curious on how the bandwidth limit works read on.
A 60kb/s limit would allow 60kb/s download and 60kb/s upload simultaneously
You are downloading 30 updates/sec (I think this is what ARK uses)
Your bandwidth limit is 60kb/s
This means your limited to 2000 byte updates (60k/30)
You recieve an update this is 2001 bytes (yes you download it regardless of the limit)
It tells your computer to NOT download the next update.
If you recieve and update that is 4001 bytes (yes you download it regardless of the limit)
It tells your computer to NOT download the next TWO updates.
and so on...