Have you tried disabling it?

export RDTSC_FREQUENCY=disabled

I've had a hexacore machine with a issue where it didn't correctly
benchmark the cpu. Causing weird issues. Similar to those shots..
Ofcourse the default "did you clean all the sprays, unused demo's and
logs" which can also have a impact if its "too full"

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
Phaun
Sent: zaterdag 5 januari 2013 19:51
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Large Gaps in the net_graph

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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