32 players 128tickrate = choke for all players And what about the other huger problems all servers have? I think there is still some issues with the servers and "sessions". Sometimes new players cant join a server until the server becomes empty or restarted.So lets say a server has 20/24 players. Nobody can join and at some point those 20 players will stop playing so the server will get empty and then new players can start joining again. And I think players trying to join get "could not find matching gametype" in the console. Or "session is full" Its really hard to catch this bug tho but I can see our servers being full and 30 min later empty.I can see it several times a day and I've talked with another server owner saying the same thing. From: [email protected] To: [email protected] Date: Thu, 10 Jul 2014 18:08:39 +0000 Subject: Re: [Csgo_servers] net_splitpacket_maxrate
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] To: [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]> 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]] On Behalf Of Winnie the Pooh Sent: Thursday, July 10, 2014 9:32 AM To: [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]> 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]] On Behalf Of Mohammed Khalik Sent: Thursday, July 10, 2014 7:04 AM To: [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? _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- -Winnie the Pooh TimetoKill.net _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- -Winnie the Pooh TimetoKill.net _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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