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Arma 3 Basic.cfg experiments
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// This config intends to be a baseline for further adjustments. | |
// The default values for most of the settings seem to be more fit for good ol OFP days. | |
// Per socket (client) bandwidth settings | |
// These values are in BYTES | |
// value * 8 / 1000 to get kbits | |
class sockets { | |
// Packet MTU, keep lower than 1500 to not risk packet fragmentation, default 1400 | |
// 1444 used on official BI servers | |
maxPacketSize = 1430; | |
// Initial negotiated client connection speed in bytes, default 32000 (256 kbit) | |
// It seems that if too set high then clients with slow connection might have issues with joining. | |
initBandwidth = 1250000; // 10 mbit | |
// Minimal negotiated client connection speed in bytes, default 8000 (64 kbit) | |
MinBandwidth = 16000; // 128 kbit, even people in the middle of nowhere should get this these days | |
// Maximal negotiated client connection speed in bytes, default 2000000 (16 Mbit) | |
// MaxBandwidth = 6250000; // 50 mbit | |
}; | |
// These values are in BITS | |
// 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 (128 kbit) | |
MinBandwidth = 768000; // 750 kbit | |
// Bandwidth the server is guaranteed to never have. This value helps the server to estimate bandwidth available. | |
// Default: none | |
MaxBandwidth = 52428800; // 50 mbit | |
// 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 = 640; // 640 like official BI servers |
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@dedmen Are you referring to line 15, within the
class sockets {};
class or the one on line 23? I'm currently trying to figure out why my server lags for players on a symmetrical 1Gbps fiberoptic connection with zero packet loss and over 40 tps.