Tried this already. Thanks for the suggestion though, Kyle.

On Sat, Jan 5, 2013 at 2:36 PM, Kyle Sanderson <kyle.l...@gmail.com> wrote:

> 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
> > >>>
> > >>>
> > >>>
> > >
> > > ______________________________**_________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> > >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

Reply via email to