CS:GO Bandwidth usage
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zaasaa
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CS:GO Bandwidth usage
Hello, I am trying to get an idea for the sort of bandwidth usage a Counter Strike: Global Offensive server will be each month.
In terms of custom file and map usage we will run that on an external web server so that is taken out of the equation.
For example, is anyone able to tell me roughly the bandwidth usage of the below assuming that the server is full 24/7, basically worst case.
24 Slot Server
100 Tick
If this is in the wrong section or has already been answered in another post i apologize.
In terms of custom file and map usage we will run that on an external web server so that is taken out of the equation.
For example, is anyone able to tell me roughly the bandwidth usage of the below assuming that the server is full 24/7, basically worst case.
24 Slot Server
100 Tick
If this is in the wrong section or has already been answered in another post i apologize.
Re: CS:GO Bandwidth usage
Deathmatch would be roughly 3.8TB/m
Normal gameplay I would guess 1-1.5TB/m.
That is 24 people playing all month, in reality it will be closer to 1-1.5TB for DM and even less for normal.
Normal gameplay I would guess 1-1.5TB/m.
That is 24 people playing all month, in reality it will be closer to 1-1.5TB for DM and even less for normal.
Not a NFO employee
Re: CS:GO Bandwidth usage
Thanks for your quick reply, that helps a lot.
Re: CS:GO Bandwidth usage
You're welcomezaasaa wrote:Thanks for your quick reply, that helps a lot.
If you need anything else please ask!
Not a NFO employee
Re: CS:GO Bandwidth usage
Hello, Another quick question.
Can you share how you came to those numbers?
I know we can't work out an exact number but i would like to know a way to do some rough calculations.
Can you share how you came to those numbers?
I know we can't work out an exact number but i would like to know a way to do some rough calculations.
Re: CS:GO Bandwidth usage
I went based off rough bandwidth usage of my servers. For a deathmatch I estimated 1500KB/s (about 62KB/s per client). This is with proper rates set up.
100-tick is very bandwidth intensive, along with deathmatch, 62KB/s per client is probably a little high but not unreasonable.
Normal games bandwidth usage drops significantly, since players are more spread out and matches can go for 3+ minutes with only a couple players alive. I took about 1/3rd of my deathmatch number for a normal game.
Again, that is with 24 players all month, so 1500KB/s times the amount of seconds in a month.
As player counts increase, the amount of bandwidth per client will increase too, so 62KB/s per client will not be the same in say a 32p 100 tick deathmatch.
100-tick is very bandwidth intensive, along with deathmatch, 62KB/s per client is probably a little high but not unreasonable.
Normal games bandwidth usage drops significantly, since players are more spread out and matches can go for 3+ minutes with only a couple players alive. I took about 1/3rd of my deathmatch number for a normal game.
Again, that is with 24 players all month, so 1500KB/s times the amount of seconds in a month.
As player counts increase, the amount of bandwidth per client will increase too, so 62KB/s per client will not be the same in say a 32p 100 tick deathmatch.
Not a NFO employee
Re: CS:GO Bandwidth usage
Thanks for your input, you've been a great help.
Re: CS:GO Bandwidth usage
You're welcomezaasaa wrote:Thanks for your input, you've been a great help.
Not a NFO employee
Re: CS:GO Bandwidth usage
62 KB/s is definitely far, far higher than they would actually use
.
zaasaa, we don't very often see customers hit the bandwidth allotment before they need to upgrade for other reasons. It's very unlikely that bandwidth consumption is something you'd need to worry about.
zaasaa, we don't very often see customers hit the bandwidth allotment before they need to upgrade for other reasons. It's very unlikely that bandwidth consumption is something you'd need to worry about.
Re: CS:GO Bandwidth usage
34 people playing in a dm-ish gamemode with 66 tick
60 people playing in a dm-ish gamemode with 66 tick
With physics events, and 100 tick, it is not too farfetched that a DM server would use 62KB/s per client, especially with custom maps.
Code: Select all
16:04:13 CPU In (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects
122.13 163.56 1977.63 548 7 66.66 34 389 Code: Select all
16:07:16 CPU In (KB/s) Out (KB/s) Uptime Map changes FPS Players Connects
99.99 134.35 2897.34 12562 345 66.65 60 17810 Not a NFO employee
Re: CS:GO Bandwidth usage
What I meant (speaking to him and his initial worst-case model) is that the servers would use much less than that in practice because it is very rare to have a server that is actually full all the time. But, there are other factors that would also make it lower, such as that it would be a 24-slot server, which uses less per player, and that he might not run exclusively DM.
I've found that real-world bandwidth and CPU usage vary wildly between servers with different configurations, and linear models that correlate resource usage to player counts don't work well (so I sort of cringe whenever I see them). Thankfully, our customers don't have to worry about the bandwidth piece -- we provide so much bandwidth that it's moot -- and we use such fast CPUs that the CPU piece also is often not a factor.
I've found that real-world bandwidth and CPU usage vary wildly between servers with different configurations, and linear models that correlate resource usage to player counts don't work well (so I sort of cringe whenever I see them). Thankfully, our customers don't have to worry about the bandwidth piece -- we provide so much bandwidth that it's moot -- and we use such fast CPUs that the CPU piece also is often not a factor.
Re: CS:GO Bandwidth usage
Alright that makes sense!Edge100x wrote:What I meant (speaking to him and his initial worst-case model) is that the servers would use much less than that in practice because it is very rare to have a server that is actually full all the time. But, there are other factors that would also make it lower, such as that it would be a 24-slot server, which uses less per player, and that he might not run exclusively DM.
I've found that real-world bandwidth and CPU usage vary wildly between servers with different configurations, and linear models that correlate resource usage to player counts don't work well (so I sort of cringe whenever I see them). Thankfully, our customers don't have to worry about the bandwidth piece -- we provide so much bandwidth that it's moot -- and we use such fast CPUs that the CPU piece also is often not a factor.
Yeah with the recent bandwidth upgrades you have given us there is virtually no chance of running out of bandwidth running game servers. We did top 10TB(the old limit for v1 machines) a few months, but that was with constant 50-60% CPU usage on that box. With 15TB on the lowest end dedi, and the bumps that the VDS's recently got, I agree that you will run into other limits before you run out of bandwidth
Not a NFO employee

