Try increasing net_splitpacket_maxrate to something usable like 50k (We're
using 75k, but we have 64 players). It looks like we also have
net_splitrate set as well (to 5), but I don't remember that having a huge
effect.

Thanks,
Kyle.


On Sat, Jan 5, 2013 at 10:51 AM, Essay Tew Phaun <sc2p...@gmail.com> wrote:

> We used to, but haven't for several months now.
>
> On Sat, Jan 5, 2013 at 1:32 PM, ics <i...@ics-base.net> wrote:
>
> > If you started seeing spikes recently, after the xmas update, there's
> that
> > spam in the console that makes my own game lag like hell when it happens.
> > Screen even jams occasionally.
> >
> > Before that, i saw mostly players going fast forward with leaping place
> to
> > another when issues like this occurs. It's just some players, just as
> some
> > packets would be "lost" (or not given to you) at that time and only part
> of
> > his actual movement is shown (like packet 3, 35 64 and not
> > 3,12,23,35,43,51,64,76,89 etc). As i recall, this started long ago, at
> the
> > time that valve optimized the code and bandwidth usage for servers
> dropped
> > at the same time.
> >
> > Also one other thing happened at that t ime, which is that now the game
> > draws only players that are around the next corner and not the ones at
> next
> > corner and after the next one. This of course can be coped with some
> > optimization on maps but this is now default setting. If you want to
> > experience this as a test, go in map harvest and if you spec a sniper
> that
> > is in the roof but is not peaking over the rooftop to middle. You cannot
> > see the enemies that are in area on front of the rooftop. However,  as
> soon
> > as he peaks over, the enemies magically appear for your screen, which
> means
> > you see the same thing as he does. Only he cannot see what you see from
> > above his head, sooner than he. So if you see the enemies and he is
> peeking
> > over and then goes down crouching, those enemies will disappear.
> >
> > Before Valve did the optimization over a year ago, as a 3rd person, you
> > could see all that is happening on the battlefield while spectating a
> > person. Now, this effect happens. In some rare and not so rare cases, it
> > can lead to sudden lag as your hardware tries to catch up on whats going
> on
> > at the screen. Naturally this part has nothing to do with servers
> > themselves, it's just ingame thing on players. That recent dynamic model
> > loading might have done this even more visible but i think they are
> loading
> > the models that should be coming up in advance but i have no way of
> knowing
> > how advanced that system is at guessing what comes next.
> >
> > But also one question, do you force your servers to run on specific cpu
> > core? I've also seen that causing similiar lag effect.
> >
> > -ics
> >
> > 5.1.2013 19:53, Jake Forrester kirjoitti:
> >
> >  I have the exact same issue.  When turning the corner, getting team
> >> changed, or just running into a bunch of other players, I get huge
> >> spikes in my graph (with gaps).  It's gotten so bad that it can become
> >> impossible to aim during large enemy encounters, so I've just given up
> >> on TF2 for the time being.  I guess on to DOTA?  Kind of sucks being in
> >> charge of a server that you can't even play on.
> >>
> >> On 1/5/2013 11:49 AM, Essay Tew Phaun wrote:
> >>
> >>> I know this isn't exactly scientific but we weren't having these
> reports
> >>> of
> >>> lag before. Of course, you're always going to have a few people
> >>> complaining
> >>> about lag and blaming their performance on it, but recently, probably
> as
> >>> of
> >>> the big update (Halloween or Mecha, not sure which) We've seen a
> >>> humongous
> >>> rise in the complaints about lag. Whether that's the cause of the
> server
> >>> or
> >>> client, I guess that remains to be seen, but we're having a lot of
> >>> complaints and have done everything we can on our end to try and
> address
> >>> it
> >>> including moving down to 24 player servers which we did *NOT *want to
> do.
> >>> The problem is still there. An hour or so ago I loaded up a completely
> >>> vanilla server with no MM:SM, the same issue appears.
> >>>
> >>> We get the gaps and spikes in the net_graph a lot. I get HUGE gaps when
> >>> going in to a new area of a map a lot of the time. Here's a screenshot
> >>> from
> >>> just now when I tested.
> >>>
> >>> http://i.imgur.com/4V1TZ.jpg
> >>>
> >>>
> >>>
> >
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