Yes, but  I only tested a few values when I did. Looking at net_showsplits
1 it did seem to show a change but didn't seem to be noticeable in
gameplay. Personally, I have yet to experiment more with it.


 net_splitrate was there along with net_splitrate_maxrate before as well.


"net_splitpacket_maxrate" - Max bytes per second when queueing splitpacket
> chunks
> "net_splitrate"  - Number of fragments for a splitpacket that can be sent
> per frame



On Thu, Jul 10, 2014 at 12:31 PM, Asher Baker <[email protected]> wrote:

> Have you experimented with increasing net_splitrate since the change?
>
>
> ~~~~~
> "Their heads are green, and their hands are blue,
>       And they went to sea in a Sieve." - Edward Lear
>
>
> On Thu, Jul 10, 2014 at 8:27 PM, Winnie the Pooh <[email protected]>
> wrote:
>
>> Bruce,
>>
>> For me at least, I could see the choke and loss values in the in
>> net_graph on a live server drop as well as the the spikes on the bottom of
>> net_graph 5 go away when the value was increased. Of course, over all
>> smoothness of the server was noticed as well - movement and shooting seem
>> less "choppy". At the default rate it almost feels like friction is added
>> your movement slightly every few seconds. I'm not sure if that the kind of
>> description of symptoms you're looking for, lol. Maybe someone else can
>> describe it better.
>>
>> I'm not sure about now, but before this update if you had a live server
>> filled 24+ and changed the values while playing and looking at the
>> net_graph you couldn't miss the change.
>>
>>
>> On Thu, Jul 10, 2014 at 11:59 AM, Ejziponken - <[email protected]>
>> wrote:
>>
>>> 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
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>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>
>>>
>>>
>>>
>>>
>>> --
>>> -Winnie the Pooh
>>>
>>> TimetoKill.net
>>>
>>>
>>> _______________________________________________ Csgo_servers mailing
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>>> _______________________________________________ Csgo_servers mailing
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>>
>>
>>
>> --
>> -Winnie the Pooh
>> TimetoKill.net
>>
>> _______________________________________________
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>>
>
>
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-- 
-Winnie the Pooh
TimetoKill.net
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