Good to know. We'll see what we can do.

The change to reduce packet loss was to increase buffering on our network 
sockets. This only affected Windows because the buffers on Linux defaulted to a 
reasonable size.

Can you explain more precisely what you mean by 'choke'? What are the symptoms 
and when do they happen? Thanks.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Ejziponken -
Sent: Thursday, July 10, 2014 10:28 AM
To: [email protected]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

On linux I had to set it higher than 80k to get rid of the choke.


________________________________
Date: Thu, 10 Jul 2014 10:02:05 -0700
From: [email protected]<mailto:[email protected]>
To: 
[email protected]<mailto:[email protected]>
Subject: Re: [Csgo_servers] net_splitpacket_maxrate
Thanks! The more you know.

Would re-exposing the variable and setting the default value or minimum value 
to 80000 be an options instead of blocking it altogether? Or do the changes 
made render the affects of that variable useless altogether?

What does the change mean for Linux servers? Did they not suffer from the 
problem in the first place or?

Thanks again. We appreciate all the information we can get.

On Thu, Jul 10, 2014 at 9:54 AM, Bruce Dawson 
<[email protected]<mailto:[email protected]>> wrote:
I agree that the old default value of 15,000 was very low. Setting it to 
128,000 would allow split packets to be transmitted much faster.

However when net_splitpacket_maxrate was removed we switched to using the 
global data rate, which defaults to 80,000. So, if you were previously setting 
net_splitpacket_maxrate to 128,000 there should not be a dramatic difference 
now.

The better we understand your current symptoms the better we will be able to 
understand the underlying issue and how best to address it. The change fixed 
some real packet loss problems for Windows servers so simply undoing the change 
is not a good option.

BTW, the lack of mention of this change in the release notes was merely because 
we make too many small changes to list them all and this was assumed to be a 
small change.

From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Winnie the Pooh
Sent: Thursday, July 10, 2014 9:32 AM
To: 
[email protected]<mailto:[email protected]>
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

Bruce,

The effect that most of us noticed and are now missing is that setting that 
cvar to a higher value eliminated some choke and loss especially on 128tick and 
higher populated server. The difference between the default value and max value 
was very noticeable on a fully populated server.

Honestly, I'm not sure many of us know what the variable actually did behind 
the scenes to help but experimenting with it got us better results.

On Thu, Jul 10, 2014 at 9:24 AM, Bruce Dawson 
<[email protected]<mailto:[email protected]>> wrote:
What effect are you trying to achieve? What was the advantage of having a 
separate rate for split packets?

Historically the separate rate was to avoid packet loss but we increased the 
size of the UDP buffers on Windows to better resolve that problem.

From: 
[email protected]<mailto:[email protected]>
 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of Mohammed Khalik
Sent: Thursday, July 10, 2014 7:04 AM
To: 
[email protected]<mailto:[email protected]>
Subject: [Csgo_servers] net_splitpacket_maxrate

net_splitpacket_maxrate 128000

Has anyone found a alternative cvar, or a workaround to achieve the same effect?



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