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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