Author Topic: Some info about Malboeuf I found on the internet!  (Read 5396 times)

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Griffon2

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Some info about Malboeuf I found on the internet!
« Reply #15 on: August 11, 2005, 09:12:12 pm »
OFP requires 100% CPU usage and more so for CTI due to the thousand or so AI running around and since it is such a high AI/payer volume that the out put per player of CTI is 80-140 kbs not 20+

and it seems you do not understand the Mechanics of a single threaded game server or why a stronger CPU is needed
OFPs single thread is a real time server, and MultiProc servers are detrimental to it since share loading the CPUs shuts the OFP server down every few seconds to move it to a new CPU, when you get into a high volume game and are about 45 minutes into a 30 man CTI you will see a Dual Xeon 3.6 HT and its 4 CPUs ripped OFP to shreds with in game CPU generated Dysync, it's even worse on Linux based Server with MP, the VBS Servers tried an OFP server on that same machine and it was terrible where P4 3.0s with OFP locked on the main CPU0 ran wonderfully while the HT ran all other tasks

so any top end P4 or AMDs with at least 2 CPUs and ability to set the affinity so the primary CPU will get the best results
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ZOldDude

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« Reply #16 on: August 11, 2005, 09:35:57 pm »
That does not sound right to me.

A dedicated server does not have to do the same job as a PLAYERS computer (draw all the gfx) just send a few loctions to each player based on that players position and draw distance.

What your are trying to say about the 140K upload per player would basicly mean that ONLY a Cray Supercomputer with an OC-1 line would make a good server (why...yes that would be nice) and basicly almost NO home user could serve the game.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Griffon2

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« Reply #17 on: August 12, 2005, 02:16:51 am »
OFP is more advance then other games in this regard, there is soo much info being sent, this is not CS or BF2 or Soldner where players do not control other AI units

it out puts 1200 kbs in a 9x9 CTI and 2500 kbs in a 15v15 CTI

in the OFP server, each client handles his own AI's thinking, so now he has to output 40-100 kbs to the server just to tell it where his AI is, then the server has to constantly update it self with each player, this means the server now dedicates 1-4 ghz per AI and human,

30 player plus 11 AI each and then 600-1200 RES, the Server must think for the RES soldiers and the civilians, the 4.0 ghz can give 3.3 mhz per AI, its prob a few fractions less when you take into account the game word it self, but once the AI are down to 1 mhz the server will lag, there has never been a client host that can do more then a 4 man CTI with out it crashing or lagging out, there is simply too much going on

In this regard OFP CTI is one of the most single server intensive games on the market. The Large scale of data flow handles not just position of each player and AI, but where they are looking, where there gun is pointing, games like BF2, CS and soldner do not really do this giving the player a feeling he should not have been shot cause the enemy was not looking at him perfectly (we call this CS style game play which most of the Realism players cant stand), this is a lot of data, and in some eyes a terrible strain on the net code

OFP net code is consider shitty at best by most, but they don?t realize the amount of data that is being used, OFP CTF server use about 3-5 times more ban width then CS or BF2, simply because there is more data, and since CTI has thousands of AI units it needs more CPU power to help them think

in CTI you can tell if a server is pushing its limits by the long range fire of the AAA, the guns will miss 0.8 km targets, were a top end server like RNs will shoot down targets 1.5 km away with deadly accuracy, the server simply has more power to target faster and properly where under power server will get to it when they can

here is a CTI formula

9v9   = 18 + (18x11) 198 human AI plus 600-1200+ res = 800-1400AI plus 18 humans
15v15 - 30 =(30x11) 330 human AI plus 600-1200+ res = 930-1530AI

plus you have to use rolling snowball equation for amount of players

a 2 man game or so will have 5-40 kbs, but for each player added the kbs increases due to more information per play so by the time you get up to 30 players with 11 AI each you are into the 80-140 kbs depending what is happing in the game (a snowball rolling down a hill getting larger)

So a single power server is needed, every thing I posted above is reflected in the BI forums with years of research (3 years)

now will OFP2/AA's net code be better? most doubt it, so a dual CPU with OFP/AA binded to the primary CPU (HTs are slower logical "fake CPUs") which rules out linux will all ways be the better servers for OFP server engines unless your playing a 12 man CTF then any server will do

Single CPU servers will not be as fast as duals, so it's a toss up of the 4000+ FX and the 4400+ X2, so the RN's new 4800 x2 and the SWEC's new 4400 x2 look to be the best servers around for CPU intensive CTI servers

and servers are cheap, if you shop right, Mal told me it's only $2000 US split between 20 or so members and a line that cost $88 a month, which means both their divisions needs only $44 a month making RN's server the fastest private game server any where and still cheaper then any ones else, you just need to know how shit works

maybe you should ask him to host your site, between his 5 servers there he has over 10 terabytes monthly lol

beats your 300 gigs
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ZOldDude

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« Reply #18 on: August 12, 2005, 03:33:16 am »
As far as a host for the fourm...

We don't NEED terabyts for messages.
The deal I have with the host company is 10GB per day,365 days a year and for 3 years prepaid it breaks down to only $62.33 USD per year (plus 2 extra months for free).

If any of the TKC staff needed a GAME server then I could set up a sweat deal for that as well as long as they want the hosting here in L.A.
If Mr. M is paying $2,000 USD for a game server he must have personal "issues".

As for the serving of OFP...

As far as what your trying to get me to believe about the bandwith per player for OFP...if it was true it would explain why this crappy game never took off.

However I don't believe any online game sold uses that much bandwith per player....not even the 'Pay-to-Play-each-month' types.

I don't play it (never even tryed) and all the kids who tryed it on my LAN said it had crappy gfx and they would not play it so I uninstalled it.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

M. O.

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Some info about Malboeuf I found on the internet!
« Reply #19 on: August 12, 2005, 04:27:07 am »
Griffon02, sure we believe you but as Z states it's a bit crazy for a gameserver. If it uses that much resources there has to be a bad system for managing info sent to and from players. Or that AAA thing you mentioned, probably there's bad maths behind it.
Heckling is an art, and game hacking a science.

Griffon2

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« Reply #20 on: August 12, 2005, 06:02:05 am »
OFP was designed like other games, and CTF maps are like i said use a little more bandwidth like other games, but other games do not have CTI with thousands of AI run on 1 server, even Planet side that boasted thousands of online players still simply had only a hundred or so in a given area, OFP is far more intensive, BI down fall was code masters rush that put the game out as v1.10. I remember reading PC mag about OFP and they trashed it big time

CM's inability to put the game in wallmarts or other big end stores like EB games was OFP down fall, Christ, Who wants to be a million sold more copies then almost any other game, and it blows

I like to see a CSS or BF2 CTI with 30 player and a few thousand AI and see how they do

but they don?t have it, AA and OFP2 will be a hit if CM get their shit together, OFP had staying power, you wont see that in BF, or Soldner, and even BF2. Those games died faster then OFP yet they were sooo popular, OFP's apparent lack of thousands of other players steamed from it's better then usual ID protection, the RNs seem to have the best list of Pirated IDs, even with out that list the game it self probably only had 4-7% pirated players on at any given time, where other games are in the 30s, take BF2, more then half the players I know do not own a copy making up for a large percentage online having fake copies, how do you compare that evenly with OFP?  If OFP was more piratable then there would have been thousands of more players

OFP does not need a power server, its the CTI that does, OFP servers show the out put while in game, and simply do not lie about the ban width they use or their FPS on the server

and if you think of it most squads that rent their own dedicated 2.4-3.0 pay more then what the RN do, they just chose to pre invest in the server it self, $2000/12 is $166 plus $88 is still only $254 per month, a machine of that power would be at least $400 a month any where easily
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ZOldDude

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« Reply #21 on: August 12, 2005, 07:10:26 am »
Oh....I am sorry I did not understand the server price (bad back and the pain meds wer kicking in).

I thought you ment $2,000 PER MONTH! :oops:

Even at $240 per month that sounds like a very high price....infact anything @ $100 or above is too high.

It must be the server location that effects the price so much.
Most served in Texas or Mid-West are less than half that price and I can set up game severs on the LA area backbone for alot less than even those places.

The thing is who wants thier club game server hosted 2,000-12,000 miles away (pings)?  :!:

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Griffon2

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« Reply #22 on: August 12, 2005, 09:37:58 am »
110 ms to the UK from LA for me, and my IP is hidden in case you check
Japan/china users love it for league play, and the highest in NA is about 90
I found the east and central servers to pricey
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Popkov

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« Reply #23 on: August 12, 2005, 09:46:19 am »
i think he buy good computer now so he keep it for a long time and not have to get a new one, though he wil lbbe able to get the same thing in a year for alot less the price when OFP2 comes out.
ka na chatva dakat. TKC ki vaka :)

ZOldDude

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« Reply #24 on: August 12, 2005, 11:51:49 am »
Quote from: Popkov
i think he buy good computer now so he keep it for a long time and not have to get a new one, though he wil lbbe able to get the same thing in a year for alot less the price when OFP2 comes out.


Right...think ahead.
But this OFP2 is not out yet....and as I also build computer systems for people let me say this right now.....18 months from now the system he is building will cost about 1/3 the price to me and about half price to most people.

Buying/building it now is not  going to do anything to make the games run better....just braging rights with the guys down the street.

Even the 64 bit chips now are really not of much use vs price.

If you need alot of computing power the best bang for the buck right now is a 4 CPU MB with AMD Optrons and run XP Pro Corp OS or WIN Server 2003....Zeta is another OS that you might use (all free on P2P).

As for RAM just use Nanya DDR400 (3.3.3.8 timeings) as they can be had for only $59 USD per GB.

Z

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Griffon2

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« Reply #25 on: August 12, 2005, 01:12:38 pm »
thats an old attage, computers will all ways be cheaper later on, know when to but and why to buy is the key, your logic tells every one never to buy now, all ways by later, following that mean you should never buy now
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ZOldDude

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« Reply #26 on: August 12, 2005, 01:50:41 pm »
Quote from: Griffon2
thats an old attage, computers will all ways be cheaper later on, know when to but and why to buy is the key, your logic tells every one never to buy now, all ways by later, following that mean you should never buy now


Not exactly.
As a gamer myself with money to burn I can afford to keep up with the "Jones" next door.

As I have said I also build systems for others (hey...it is a job).

The thing is I am just trying to give you some advice.
If you really want this system to serve a game that is NOT out yet....wait untill it is as you will save so much money.

IE: I put together a few systems to play Vietcong.....and ONLY to play that laggy/buggy ass game.
The veery next year the same system was half of MY price,and 60% of the people playing it had left.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

Griffon2

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« Reply #27 on: August 12, 2005, 02:18:39 pm »
yea, well then you know what cost prices are, they make toys sweet, our server is besides RNs, and we still use thiers more lol, let them pay for our gaming ;)
but we still need a clan server
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ZOldDude

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« Reply #28 on: August 12, 2005, 02:22:40 pm »
Quote from: Griffon2
yea, well then you know what cost prices are, they make toys sweet, our server is besides RNs, and we still use thiers more lol, let them pay for our gaming ;)
but we still need a clan server


Dude if you want it and can buy it then I am happy for you.

These toys we build and the games we play are all about us having our fun.

I am a very old man and if I could say to anyone somthing other than save for your old age it would be enjoy your life...you only get one go at it.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

ZOldDude

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Re: Some info about Malboeuf I found on the internet!
« Reply #29 on: February 19, 2010, 07:34:01 am »
Noticed a "Guest" user viewing this topic and it brought back memories.

Anyone other than me know who Griffon2 was?  :icon_laugh

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*