I cant help much here but i have something that Yahn Bernier once said.
"choke occurs when the server, factoring in your rate setting, determines
that it can't send you an update yet because doing so would start to
flood your connection.  The server checks back every frame until you are
ready to receive an update and sends the next update as soon as
possible.

The time when you get the next packet is computed right after the
previous packet is sent:

next packet time = current time + ( bytes in packet + UDP header
overhead ) / rate setting ( bytes per second )

In addition, the server won't even check the packet choke timer unless
you have waited at least 1 / cl_updaterate seconds since the last update
( i.e., if you are getting 20 updates a second, packets will be spaced
at least 50 ms apart and also subject to the packet choke timer ).

On a slow connection ( modem ), in a busy game, you'll probably see a
lot of choked packets.  Note that once the choke as held back a packet,
you don't wait until the next 50 msec multiple, for the above example,
but instead get the next update as soon as the choke timer has cleared.

Yahn"

Got it?
----- Original Message -----
From: "Simon Garner" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, October 06, 2001 8:34 PM
Subject: Choke


>
> Hi all,
>
> What does the 'choke' value on net_graph 3 represent? What can I do to
> reduce it?
>
> We have a new server on a different network and some users have been
> complaining that the new server (which has a much higher spec than the
old)
> gives them more choke than the old server. Help? :)
>
>
> Cheers
>
> --
> Simon Garner
> Gameplanet Network
> [EMAIL PROTECTED]
> http://www.gameplanet.co.nz
>
>
>


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