On 7/10/14, 14:36, Jason Lee wrote:
Like was mentioned earlier, many of us don't understand how or why,
just that this was the golden solution for high load/traffic servers.
Understanding the history of net_splitpacket_maxrate is important:
http://comments.gmane.org/gmane.games.fps.halflife.server/26272
Tony Paloma's post pretty much guaranteed that most administrators would
be playing with this feature. But unlike many of the other "turbo
button" type network configuration parameters, this one made a
demonstrably positive difference in game performance under common
conditions.
The effect of this command on a 32-player TF2 server could be
dramatically positive. Without it, the server would artificially choke
back traffic to the detriment of the player experience while the network
and CPU resources inexplicably sat idle. Any scenario where a large
amount of data was being sent to clients could trigger this artificial
limit.
http://www.sourceop.com/randomimages/net_splitpacket_maxrate/from_default_to_high.jpg
The new default is great, but this is one change that would have been
good to communicate given it's high usage in the non-Valve server
hosting community.
Bruce, thank you very much for communicating with us regarding this issue.
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