The current default is perfectly acceptable, and net_splitpacket_maxrate is no longer needed in 99% of cases for CS:GO. We use it for TF2 and CS:S, and have been for years.

While it is fine for CS:GO, I hope it doesn't get trickled down in its current state to CS:S without more testing.

On 7/10/2014 10:11 PM, Jason Lee wrote:
Thanks Jesse, and many thanks also to Bruce, this is the most open dialogue I've seen while lurking this mailing list.

The picture Jesse linked to is a perfect example of what I'd typically see in net_graph under high load (lots of players/action etc), even though the hardware (CPU, RAM, network) load of the server is normal the clients still receive high choke.


On Fri, Jul 11, 2014 at 11:25 AM, Jesse Molina <[email protected] <mailto:[email protected]>> wrote:


    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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