Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Well one thing I have found is that the net_graph 3 reports that the in rate
falles to  1KB/s and 5 updates a second or worse, which explains a lot.
 Why servers on perfectly good Network connections and clients on good
network connections suffer must be caused by the server not being able to
calculate/send updates fast enough.
 Another anomaly is at respawn all the players hang in the air for a time
before dropping and then being able to buy.

 On 7/12/05, Whisper [EMAIL PROTECTED] wrote:

 Shawn is correct
  Most of our servers were set to default tickrates and they were
 disgusting to play on
  Changing them to 66 tickrate helps with bullet registration but the
 warping feels worse, not that it was very good on defaults in the first
 place.

  On 7/12/05, Shawn Zipay [EMAIL PROTECTED] wrote:
 
  I disagree. I've had my settings on default (client side) for the
  longest time and I still experience the massive choke/loss of FPS that
  most everybody else is experiencing. Pings are perfectly fine and I've
  noticed nothing out of the ordinary in terms of lag spikes on any of the
  servers I've played on. I've played on 33 tickrate servers and 66
  tickrate servers of various size (20 to 32+ players) and they all
  exhibit the same major stuttering since the latest update.
 
  For not having changed my rates from the default (outside of rate which
  is set at 21000), and for having no problems before this update (with
  the same rates), this is definately an issue brought by something in the
  latest update.
 
  dexion wrote:
 
  I have a few 32's running had 28 in it with no problems. But its all
  client
  side tweaks.
  
  10k rate
  30 cl_updaterate
  20 cl_cmdrate
  
  Really the default settings the game sets up with
  dex
  
  With higher cl_cmdrate I was really having trouble. The problem is all
  the
  clients have to set their rates etc to realistic settings. That is just
  not
  going to happen.
  
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
  Sent: Monday, July 11, 2005 8:49 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
  
  
  What do you mean by 10k/30/20 settings? Are you saying you're able to
  run a lag/warp free server with over 30 people? Please explain, I
  would love to get my servers back up to their normal size.
  
  On 7/11/05, dexion [EMAIL PROTECTED]  wrote:
  
  
  I am finding people with realistic client settings are fine. I have
  played
  around with my client settled on 10k/30/20 settings and everything
  went
  away.
  dex
  
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto: [EMAIL PROTECTED] Behalf Of Ben
  Sent: Monday, July 11, 2005 8:00 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last
  Update...
  
  
  I have to say that I haven't experienced any of this...
  
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: 11 July 2005 21:55
  To: hlds@list.valvesoftware.com
  Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last
  Update...
  
  This warping lag is not restricted to 100 tic servers, reducing to 66
  or
  33 is a mildly ineffective remedy at best.
  
  While somewhat useful stop-gap solutions, dialing back tic-rates,
  reducing
  slots and rebooting your server every 6 hours aren't exactly
  satisfactory
  answers.
  
  Given the scale of this issue I can only assume (hope) Valve will
  release
  an update this week to address this.
  
  
  
  Message: 7
  From: Steven Hartland [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com 
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
  Update...
  Date: Mon, 11 Jul 2005 20:30:09 +0100
  Reply-To: hlds@list.valvesoftware.com
  
  Play on a normal tick rate server :P
  
  
  
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Graham Robinson
I've been seeing that for months to be honest. However I believe you
are right that everything else seems to have come up in the past
weeks.

  Another anomaly is at respawn all the players hang in the air for a time
 before dropping and then being able to buy.

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Morten Trydal

our tickrate 100 server was perfect before the update, with a sv_maxrate of
25000.
I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate
100 and get no choke whatsoever.

After the update i was getting 30-50 choke with the same server and client
settings, along with the increased server CPU use etc.

To get rid of the choke, it seems that i have to set sv_minrate to
15000(cause some people use 2 low rate with high update- and cmdrate)  and
sv_maxrate to 3. I have to use rate 3 to get rid of most of the
choke, or else i have to lower my cl_updaterate wy down.

Problem is, not everyone is allowed to use sv_maxrate 3 on their server,
and it would also increase the server load...

So i hope Valve does something about is as soon as possible, as the bullet
registration felt perfect on a tickrate 100 server before the update.

Morten

- Original Message -
From: dexion [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, July 12, 2005 2:55 AM
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...



I have a few 32's running had 28 in it with no problems. But its all client
side tweaks.

10k rate
30 cl_updaterate
20 cl_cmdrate

Really the default settings the game sets up with
dex

With higher cl_cmdrate I was really having trouble. The problem is all the
clients have to set their rates etc to realistic settings. That is just
not
going to happen.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
Sent: Monday, July 11, 2005 8:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...


What do you mean by 10k/30/20 settings?  Are you saying you're able to
run a lag/warp free server with over 30 people?  Please explain, I
would love to get my servers back up to their normal size.

On 7/11/05, dexion [EMAIL PROTECTED] wrote:

I am finding people with realistic client settings are fine. I have
played
around with my client settled on 10k/30/20 settings and everything went
away.
dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ben
Sent: Monday, July 11, 2005 8:00 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


I have to say that I haven't experienced any of this...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: 11 July 2005 21:55
To: hlds@list.valvesoftware.com
Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

This warping lag is not restricted to 100 tic servers, reducing to 66 or
33 is a mildly ineffective remedy at best.

While somewhat useful stop-gap solutions, dialing back tic-rates,
reducing
slots and rebooting your server every 6 hours aren't exactly satisfactory
answers.

Given the scale of this issue I can only assume (hope) Valve will release
an update this week to address this.

 Message: 7
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 Date: Mon, 11 Jul 2005 20:30:09 +0100
 Reply-To: hlds@list.valvesoftware.com

 Play on a normal tick rate server :P



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Well we have gone back to:
 sv_maxupdaterate 60
sv_maxrate 1
tickrate 33
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running:
1 x 32 SRCDS
2 x 24 SRCDS
1 x 20 SRCDS
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared
 Wasn't a great gaming experience but certainly none of the ridiculous
amount of lag we have gotten from the 06July2005 Update
 The terrible shot registration and I missed him but he died anyway crap
is there though, but hey, no lag
 Hope this helps some people
 On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:

 our tickrate 100 server was perfect before the update, with a sv_maxrate
 of
 25000.
 I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate
 100 and get no choke whatsoever.

 After the update i was getting 30-50 choke with the same server and client
 settings, along with the increased server CPU use etc.

 To get rid of the choke, it seems that i have to set sv_minrate to
 15000(cause some people use 2 low rate with high update- and cmdrate) and
 sv_maxrate to 3. I have to use rate 3 to get rid of most of the
 choke, or else i have to lower my cl_updaterate wy down.

 Problem is, not everyone is allowed to use sv_maxrate 3 on their
 server,
 and it would also increase the server load...

 So i hope Valve does something about is as soon as possible, as the bullet
 registration felt perfect on a tickrate 100 server before the update.

 Morten

 - Original Message -
 From: dexion [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, July 12, 2005 2:55 AM
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


 I have a few 32's running had 28 in it with no problems. But its all
 client
  side tweaks.
 
  10k rate
  30 cl_updaterate
  20 cl_cmdrate
 
  Really the default settings the game sets up with
  dex
 
  With higher cl_cmdrate I was really having trouble. The problem is all
 the
  clients have to set their rates etc to realistic settings. That is just
  not
  going to happen.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
  Sent: Monday, July 11, 2005 8:49 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
  What do you mean by 10k/30/20 settings? Are you saying you're able to
  run a lag/warp free server with over 30 people? Please explain, I
  would love to get my servers back up to their normal size.
 
  On 7/11/05, dexion [EMAIL PROTECTED] wrote:
  I am finding people with realistic client settings are fine. I have
  played
  around with my client settled on 10k/30/20 settings and everything went
  away.
  dex
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Ben
  Sent: Monday, July 11, 2005 8:00 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
  I have to say that I haven't experienced any of this...
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: 11 July 2005 21:55
  To: hlds@list.valvesoftware.com
  Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
  This warping lag is not restricted to 100 tic servers, reducing to 66
 or
  33 is a mildly ineffective remedy at best.
 
  While somewhat useful stop-gap solutions, dialing back tic-rates,
  reducing
  slots and rebooting your server every 6 hours aren't exactly
 satisfactory
  answers.
 
  Given the scale of this issue I can only assume (hope) Valve will
 release
  an update this week to address this.
 
   Message: 7
   From: Steven Hartland [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
   Date: Mon, 11 Jul 2005 20:30:09 +0100
   Reply-To: hlds@list.valvesoftware.com
  
   Play on a normal tick rate server :P
 
 
 
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  please visit:
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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Ben
It's NOT every server, so unless you give some kind of indication on how to
replicate it, I doubt anything will be done.  Like I said, I haven't seen
anything like what your describing.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: 12 July 2005 10:09
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

--
[ Picked text/plain from multipart/alternative ]
Well we have gone back to:
 sv_maxupdaterate 60
sv_maxrate 1
tickrate 33
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running:
1 x 32 SRCDS
2 x 24 SRCDS
1 x 20 SRCDS
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared
 Wasn't a great gaming experience but certainly none of the ridiculous
amount of lag we have gotten from the 06July2005 Update
 The terrible shot registration and I missed him but he died anyway crap
is there though, but hey, no lag
 Hope this helps some people
 On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:

 our tickrate 100 server was perfect before the update, with a sv_maxrate
 of
 25000.
 I could run with rate 25000(even 2), cl_updaterate 100 and cl_cmdrate
 100 and get no choke whatsoever.

 After the update i was getting 30-50 choke with the same server and client
 settings, along with the increased server CPU use etc.

 To get rid of the choke, it seems that i have to set sv_minrate to
 15000(cause some people use 2 low rate with high update- and cmdrate) and
 sv_maxrate to 3. I have to use rate 3 to get rid of most of the
 choke, or else i have to lower my cl_updaterate wy down.

 Problem is, not everyone is allowed to use sv_maxrate 3 on their
 server,
 and it would also increase the server load...

 So i hope Valve does something about is as soon as possible, as the bullet
 registration felt perfect on a tickrate 100 server before the update.

 Morten

 - Original Message -
 From: dexion [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, July 12, 2005 2:55 AM
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


 I have a few 32's running had 28 in it with no problems. But its all
 client
  side tweaks.
 
  10k rate
  30 cl_updaterate
  20 cl_cmdrate
 
  Really the default settings the game sets up with
  dex
 
  With higher cl_cmdrate I was really having trouble. The problem is all
 the
  clients have to set their rates etc to realistic settings. That is just
  not
  going to happen.
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
  Sent: Monday, July 11, 2005 8:49 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
  What do you mean by 10k/30/20 settings? Are you saying you're able to
  run a lag/warp free server with over 30 people? Please explain, I
  would love to get my servers back up to their normal size.
 
  On 7/11/05, dexion [EMAIL PROTECTED] wrote:
  I am finding people with realistic client settings are fine. I have
  played
  around with my client settled on 10k/30/20 settings and everything went
  away.
  dex
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of Ben
  Sent: Monday, July 11, 2005 8:00 PM
  To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
  I have to say that I haven't experienced any of this...
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  [EMAIL PROTECTED]
  Sent: 11 July 2005 21:55
  To: hlds@list.valvesoftware.com
  Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
  This warping lag is not restricted to 100 tic servers, reducing to 66
 or
  33 is a mildly ineffective remedy at best.
 
  While somewhat useful stop-gap solutions, dialing back tic-rates,
  reducing
  slots and rebooting your server every 6 hours aren't exactly
 satisfactory
  answers.
 
  Given the scale of this issue I can only assume (hope) Valve will
 release
  an update this week to address this.
 
   Message: 7
   From: Steven Hartland [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
   Date: Mon, 11 Jul 2005 20:30:09 +0100
   Reply-To: hlds@list.valvesoftware.com
  
   Play on a normal tick rate server :P
 
 
 
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  please visit:
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  please visit:
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
What is your setup Ben, because there are plenty of us having the problem
and I just told you how I solved it, although less than optimally from the
clients perspective.

On 7/12/05, Ben [EMAIL PROTECTED] wrote:

 It's NOT every server, so unless you give some kind of indication on how
 to
 replicate it, I doubt anything will be done. Like I said, I haven't seen
 anything like what your describing.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
 Sent: 12 July 2005 10:09
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

 --
 [ Picked text/plain from multipart/alternative ]
 Well we have gone back to:
 sv_maxupdaterate 60
 sv_maxrate 1
 tickrate 33
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
 Running:
 1 x 32 SRCDS
 2 x 24 SRCDS
 1 x 20 SRCDS
 1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
 Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared
 Wasn't a great gaming experience but certainly none of the ridiculous
 amount of lag we have gotten from the 06July2005 Update
 The terrible shot registration and I missed him but he died anyway crap
 is there though, but hey, no lag
 Hope this helps some people
 On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:
 
  our tickrate 100 server was perfect before the update, with a sv_maxrate
  of
  25000.
  I could run with rate 25000(even 2), cl_updaterate 100 and
 cl_cmdrate
  100 and get no choke whatsoever.
 
  After the update i was getting 30-50 choke with the same server and
 client
  settings, along with the increased server CPU use etc.
 
  To get rid of the choke, it seems that i have to set sv_minrate to
  15000(cause some people use 2 low rate with high update- and cmdrate)
 and
  sv_maxrate to 3. I have to use rate 3 to get rid of most of the
  choke, or else i have to lower my cl_updaterate wy down.
 
  Problem is, not everyone is allowed to use sv_maxrate 3 on their
  server,
  and it would also increase the server load...
 
  So i hope Valve does something about is as soon as possible, as the
 bullet
  registration felt perfect on a tickrate 100 server before the update.
 
  Morten
 
  - Original Message -
  From: dexion [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, July 12, 2005 2:55 AM
  Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
  I have a few 32's running had 28 in it with no problems. But its all
  client
   side tweaks.
  
   10k rate
   30 cl_updaterate
   20 cl_cmdrate
  
   Really the default settings the game sets up with
   dex
  
   With higher cl_cmdrate I was really having trouble. The problem is all
  the
   clients have to set their rates etc to realistic settings. That is
 just
   not
   going to happen.
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
   Sent: Monday, July 11, 2005 8:49 PM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
  
  
   What do you mean by 10k/30/20 settings? Are you saying you're able to
   run a lag/warp free server with over 30 people? Please explain, I
   would love to get my servers back up to their normal size.
  
   On 7/11/05, dexion [EMAIL PROTECTED] wrote:
   I am finding people with realistic client settings are fine. I have
   played
   around with my client settled on 10k/30/20 settings and everything
 went
   away.
   dex
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] Behalf Of Ben
   Sent: Monday, July 11, 2005 8:00 PM
   To: hlds@list.valvesoftware.com
   Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
  
  
   I have to say that I haven't experienced any of this...
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of
   [EMAIL PROTECTED]
   Sent: 11 July 2005 21:55
   To: hlds@list.valvesoftware.com
   Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
  
   This warping lag is not restricted to 100 tic servers, reducing to 66
  or
   33 is a mildly ineffective remedy at best.
  
   While somewhat useful stop-gap solutions, dialing back tic-rates,
   reducing
   slots and rebooting your server every 6 hours aren't exactly
  satisfactory
   answers.
  
   Given the scale of this issue I can only assume (hope) Valve will
  release
   an update this week to address this.
  
Message: 7
From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
  Update...
Date: Mon, 11 Jul 2005 20:30:09 +0100
Reply-To: hlds@list.valvesoftware.com
   
Play on a normal tick rate server :P
  
  
  
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   To unsubscribe

Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Aaron Matthews
Ben, The issue here is the CPU usage on machines as the number of full
slots goes up.  Since the last update, everyone running srcds seems to
have this occurring.  The reason it is not happening to you could be
you are not running a large enough server, or, you are only running
one server.  I can run a 40 man server on my box with no lag since
this update, yes.  However, if i try to open another server with the
40 man running, the warpage lag appears.  This is because its taxing
on my processor too much.  You can replicate it by opening another
couple of servers and waiting for them to fill up.  I can guarantee
that the minute you get 3 servers with over 30 people, you will be
seeing this problem.

And whisper:  In your response 2 emails ago, did you say that you have
now successfully set up a lag free 32 man along with running 2 24
slots and a 20 slot? or did you say that you just have 6, 16 slot
servers open?  I have been screwing with rates on my servers, and that
can help the choke a little bit, however, it always comes back to the
processor usage when I get too many people in my servers.

Valve, I think you seriously need to consider that you have a large
memory leak in srcds since the last update.  CPU usage is out of
control.  This update has magnified the amount of processing power
srcds needs more than ever before.  It is costing us server operators
time, money, and clients.  And I know personally that you are loosing
players on a daily basis (I've heard many people say they aren't going
to play source anymore because this last update 'ruined' the game for
them).  I beg that you seriously consider rolling back this last
update or releasing an emergency patch which fixes this leak.



On 7/12/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 What is your setup Ben, because there are plenty of us having the problem
 and I just told you how I solved it, although less than optimally from the
 clients perspective.

 On 7/12/05, Ben [EMAIL PROTECTED] wrote:
 
  It's NOT every server, so unless you give some kind of indication on how
  to
  replicate it, I doubt anything will be done. Like I said, I haven't seen
  anything like what your describing.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: 12 July 2005 10:09
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
  --
  [ Picked text/plain from multipart/alternative ]
  Well we have gone back to:
  sv_maxupdaterate 60
  sv_maxrate 1
  tickrate 33
  1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
  Running:
  1 x 32 SRCDS
  2 x 24 SRCDS
  1 x 20 SRCDS
  1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
  Running 6 x 16 SRCDS with most at or near capacity the lag has disappeared
  Wasn't a great gaming experience but certainly none of the ridiculous
  amount of lag we have gotten from the 06July2005 Update
  The terrible shot registration and I missed him but he died anyway crap
  is there though, but hey, no lag
  Hope this helps some people
  On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:
  
   our tickrate 100 server was perfect before the update, with a sv_maxrate
   of
   25000.
   I could run with rate 25000(even 2), cl_updaterate 100 and
  cl_cmdrate
   100 and get no choke whatsoever.
  
   After the update i was getting 30-50 choke with the same server and
  client
   settings, along with the increased server CPU use etc.
  
   To get rid of the choke, it seems that i have to set sv_minrate to
   15000(cause some people use 2 low rate with high update- and cmdrate)
  and
   sv_maxrate to 3. I have to use rate 3 to get rid of most of the
   choke, or else i have to lower my cl_updaterate wy down.
  
   Problem is, not everyone is allowed to use sv_maxrate 3 on their
   server,
   and it would also increase the server load...
  
   So i hope Valve does something about is as soon as possible, as the
  bullet
   registration felt perfect on a tickrate 100 server before the update.
  
   Morten
  
   - Original Message -
   From: dexion [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Tuesday, July 12, 2005 2:55 AM
   Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
  
  
   I have a few 32's running had 28 in it with no problems. But its all
   client
side tweaks.
   
10k rate
30 cl_updaterate
20 cl_cmdrate
   
Really the default settings the game sets up with
dex
   
With higher cl_cmdrate I was really having trouble. The problem is all
   the
clients have to set their rates etc to realistic settings. That is
  just
not
going to happen.
   
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
Sent: Monday, July 11, 2005 8:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag

Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Sorry Aaron
 You can either run:
 6 by less than 20 player SRCDS on the Server Hardware I described above
 or
 4 by greater than or equal to 20 player SRCDS on the Server Hardware I
described above
 Does that make sense?

 On 7/13/05, Aaron Matthews [EMAIL PROTECTED] wrote:

 Ben, The issue here is the CPU usage on machines as the number of full
 slots goes up. Since the last update, everyone running srcds seems to
 have this occurring. The reason it is not happening to you could be
 you are not running a large enough server, or, you are only running
 one server. I can run a 40 man server on my box with no lag since
 this update, yes. However, if i try to open another server with the
 40 man running, the warpage lag appears. This is because its taxing
 on my processor too much. You can replicate it by opening another
 couple of servers and waiting for them to fill up. I can guarantee
 that the minute you get 3 servers with over 30 people, you will be
 seeing this problem.

 And whisper: In your response 2 emails ago, did you say that you have
 now successfully set up a lag free 32 man along with running 2 24
 slots and a 20 slot? or did you say that you just have 6, 16 slot
 servers open? I have been screwing with rates on my servers, and that
 can help the choke a little bit, however, it always comes back to the
 processor usage when I get too many people in my servers.

 Valve, I think you seriously need to consider that you have a large
 memory leak in srcds since the last update. CPU usage is out of
 control. This update has magnified the amount of processing power
 srcds needs more than ever before. It is costing us server operators
 time, money, and clients. And I know personally that you are loosing
 players on a daily basis (I've heard many people say they aren't going
 to play source anymore because this last update 'ruined' the game for
 them). I beg that you seriously consider rolling back this last
 update or releasing an emergency patch which fixes this leak.



 On 7/12/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  What is your setup Ben, because there are plenty of us having the
 problem
  and I just told you how I solved it, although less than optimally from
 the
  clients perspective.
 
  On 7/12/05, Ben [EMAIL PROTECTED] wrote:
  
   It's NOT every server, so unless you give some kind of indication on
 how
   to
   replicate it, I doubt anything will be done. Like I said, I haven't
 seen
   anything like what your describing.
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
   Sent: 12 July 2005 10:09
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
  
   --
   [ Picked text/plain from multipart/alternative ]
   Well we have gone back to:
   sv_maxupdaterate 60
   sv_maxrate 1
   tickrate 33
   1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
   Running:
   1 x 32 SRCDS
   2 x 24 SRCDS
   1 x 20 SRCDS
   1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
   Running 6 x 16 SRCDS with most at or near capacity the lag has
 disappeared
   Wasn't a great gaming experience but certainly none of the ridiculous
   amount of lag we have gotten from the 06July2005 Update
   The terrible shot registration and I missed him but he died anyway
 crap
   is there though, but hey, no lag
   Hope this helps some people
   On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:
   
our tickrate 100 server was perfect before the update, with a
 sv_maxrate
of
25000.
I could run with rate 25000(even 2), cl_updaterate 100 and
   cl_cmdrate
100 and get no choke whatsoever.
   
After the update i was getting 30-50 choke with the same server and
   client
settings, along with the increased server CPU use etc.
   
To get rid of the choke, it seems that i have to set sv_minrate to
15000(cause some people use 2 low rate with high update- and
 cmdrate)
   and
sv_maxrate to 3. I have to use rate 3 to get rid of most of
 the
choke, or else i have to lower my cl_updaterate wy down.
   
Problem is, not everyone is allowed to use sv_maxrate 3 on their
server,
and it would also increase the server load...
   
So i hope Valve does something about is as soon as possible, as the
   bullet
registration felt perfect on a tickrate 100 server before the
 update.
   
Morten
   
- Original Message -
From: dexion [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Tuesday, July 12, 2005 2:55 AM
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last
 Update...
   
   
I have a few 32's running had 28 in it with no problems. But its
 all
client
 side tweaks.

 10k rate
 30 cl_updaterate
 20 cl_cmdrate

 Really the default settings the game sets up

Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Aaron Matthews
Yes, thank you for your quick response.  I understand.  I still would
love it if Valve would fix this so I can put my 40 slot servers back
up.  Anyone from Valve reading this yet?

On 7/12/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Sorry Aaron
  You can either run:
  6 by less than 20 player SRCDS on the Server Hardware I described above
  or
  4 by greater than or equal to 20 player SRCDS on the Server Hardware I
 described above
  Does that make sense?

  On 7/13/05, Aaron Matthews [EMAIL PROTECTED] wrote:
 
  Ben, The issue here is the CPU usage on machines as the number of full
  slots goes up. Since the last update, everyone running srcds seems to
  have this occurring. The reason it is not happening to you could be
  you are not running a large enough server, or, you are only running
  one server. I can run a 40 man server on my box with no lag since
  this update, yes. However, if i try to open another server with the
  40 man running, the warpage lag appears. This is because its taxing
  on my processor too much. You can replicate it by opening another
  couple of servers and waiting for them to fill up. I can guarantee
  that the minute you get 3 servers with over 30 people, you will be
  seeing this problem.
 
  And whisper: In your response 2 emails ago, did you say that you have
  now successfully set up a lag free 32 man along with running 2 24
  slots and a 20 slot? or did you say that you just have 6, 16 slot
  servers open? I have been screwing with rates on my servers, and that
  can help the choke a little bit, however, it always comes back to the
  processor usage when I get too many people in my servers.
 
  Valve, I think you seriously need to consider that you have a large
  memory leak in srcds since the last update. CPU usage is out of
  control. This update has magnified the amount of processing power
  srcds needs more than ever before. It is costing us server operators
  time, money, and clients. And I know personally that you are loosing
  players on a daily basis (I've heard many people say they aren't going
  to play source anymore because this last update 'ruined' the game for
  them). I beg that you seriously consider rolling back this last
  update or releasing an emergency patch which fixes this leak.
 
 
 
  On 7/12/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   What is your setup Ben, because there are plenty of us having the
  problem
   and I just told you how I solved it, although less than optimally from
  the
   clients perspective.
  
   On 7/12/05, Ben [EMAIL PROTECTED] wrote:
   
It's NOT every server, so unless you give some kind of indication on
  how
to
replicate it, I doubt anything will be done. Like I said, I haven't
  seen
anything like what your describing.
   
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper
Sent: 12 July 2005 10:09
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
  Update...
   
--
[ Picked text/plain from multipart/alternative ]
Well we have gone back to:
sv_maxupdaterate 60
sv_maxrate 1
tickrate 33
1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running:
1 x 32 SRCDS
2 x 24 SRCDS
1 x 20 SRCDS
1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
Running 6 x 16 SRCDS with most at or near capacity the lag has
  disappeared
Wasn't a great gaming experience but certainly none of the ridiculous
amount of lag we have gotten from the 06July2005 Update
The terrible shot registration and I missed him but he died anyway
  crap
is there though, but hey, no lag
Hope this helps some people
On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:

 our tickrate 100 server was perfect before the update, with a
  sv_maxrate
 of
 25000.
 I could run with rate 25000(even 2), cl_updaterate 100 and
cl_cmdrate
 100 and get no choke whatsoever.

 After the update i was getting 30-50 choke with the same server and
client
 settings, along with the increased server CPU use etc.

 To get rid of the choke, it seems that i have to set sv_minrate to
 15000(cause some people use 2 low rate with high update- and
  cmdrate)
and
 sv_maxrate to 3. I have to use rate 3 to get rid of most of
  the
 choke, or else i have to lower my cl_updaterate wy down.

 Problem is, not everyone is allowed to use sv_maxrate 3 on their
 server,
 and it would also increase the server load...

 So i hope Valve does something about is as soon as possible, as the
bullet
 registration felt perfect on a tickrate 100 server before the
  update.

 Morten

 - Original Message -
 From: dexion [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com

RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Ben
Fair enough, my servers are 18 and 20 man only, and I don't play on anything
larger.  Probably why I haven't seen it.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Aaron Matthews
Sent: 12 July 2005 15:51
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

Ben, The issue here is the CPU usage on machines as the number of full
slots goes up.  Since the last update, everyone running srcds seems to
have this occurring.  The reason it is not happening to you could be
you are not running a large enough server, or, you are only running
one server.  I can run a 40 man server on my box with no lag since
this update, yes.  However, if i try to open another server with the
40 man running, the warpage lag appears.  This is because its taxing
on my processor too much.  You can replicate it by opening another
couple of servers and waiting for them to fill up.  I can guarantee
that the minute you get 3 servers with over 30 people, you will be
seeing this problem.

And whisper:  In your response 2 emails ago, did you say that you have
now successfully set up a lag free 32 man along with running 2 24
slots and a 20 slot? or did you say that you just have 6, 16 slot
servers open?  I have been screwing with rates on my servers, and that
can help the choke a little bit, however, it always comes back to the
processor usage when I get too many people in my servers.

Valve, I think you seriously need to consider that you have a large
memory leak in srcds since the last update.  CPU usage is out of
control.  This update has magnified the amount of processing power
srcds needs more than ever before.  It is costing us server operators
time, money, and clients.  And I know personally that you are loosing
players on a daily basis (I've heard many people say they aren't going
to play source anymore because this last update 'ruined' the game for
them).  I beg that you seriously consider rolling back this last
update or releasing an emergency patch which fixes this leak.



On 7/12/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 What is your setup Ben, because there are plenty of us having the problem
 and I just told you how I solved it, although less than optimally from the
 clients perspective.

 On 7/12/05, Ben [EMAIL PROTECTED] wrote:
 
  It's NOT every server, so unless you give some kind of indication on how
  to
  replicate it, I doubt anything will be done. Like I said, I haven't seen
  anything like what your describing.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Whisper
  Sent: 12 July 2005 10:09
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
  --
  [ Picked text/plain from multipart/alternative ]
  Well we have gone back to:
  sv_maxupdaterate 60
  sv_maxrate 1
  tickrate 33
  1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
  Running:
  1 x 32 SRCDS
  2 x 24 SRCDS
  1 x 20 SRCDS
  1 x Dual Xeon 3.0 Windows 2003 Box with 2GB of RAM
  Running 6 x 16 SRCDS with most at or near capacity the lag has
disappeared
  Wasn't a great gaming experience but certainly none of the ridiculous
  amount of lag we have gotten from the 06July2005 Update
  The terrible shot registration and I missed him but he died anyway
crap
  is there though, but hey, no lag
  Hope this helps some people
  On 7/12/05, Morten Trydal [EMAIL PROTECTED] wrote:
  
   our tickrate 100 server was perfect before the update, with a
sv_maxrate
   of
   25000.
   I could run with rate 25000(even 2), cl_updaterate 100 and
  cl_cmdrate
   100 and get no choke whatsoever.
  
   After the update i was getting 30-50 choke with the same server and
  client
   settings, along with the increased server CPU use etc.
  
   To get rid of the choke, it seems that i have to set sv_minrate to
   15000(cause some people use 2 low rate with high update- and cmdrate)
  and
   sv_maxrate to 3. I have to use rate 3 to get rid of most of
the
   choke, or else i have to lower my cl_updaterate wy down.
  
   Problem is, not everyone is allowed to use sv_maxrate 3 on their
   server,
   and it would also increase the server load...
  
   So i hope Valve does something about is as soon as possible, as the
  bullet
   registration felt perfect on a tickrate 100 server before the update.
  
   Morten
  
   - Original Message -
   From: dexion [EMAIL PROTECTED]
   To: hlds@list.valvesoftware.com
   Sent: Tuesday, July 12, 2005 2:55 AM
   Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last
Update...
  
  
   I have a few 32's running had 28 in it with no problems. But its all
   client
side tweaks.
   
10k rate
30 cl_updaterate
20 cl_cmdrate
   
Really the default settings the game sets up with
dex
   
With higher cl_cmdrate I was really having trouble. The problem

Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Dexion
With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at 100% 
cpu. Furthermore, 1 server would need 1.5ghz if if you have hyperthreaded 
processors, you must turn off hyperthreading as it splits the processing power 
in half but doubles the number of proccesors. Resulting in 2 1.5ghz Cpu's for 
each 3ghz ht enabled processer.
Dex
Keep in mind those numbers are at 100% cpu you should really figure 65mhz per 
player to leave room for mapchanges and such.

-Original Message-
From: Aaron Matthews[EMAIL PROTECTED]
Sent: 7/12/05 10:51:11 AM
To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

Ben, The issue here is the CPU usage on machines as the number of full
slots goes up.  Since the last update, everyone running srcds seems to
have this occurring.  The reason it is not happening to you could be
you are not running a large enough server, or, you are only running
one server.  I can run a 40 man server on my box with no lag since
this update, yes.  However, if i try to open another server with the
40 man running, the warpage lag appears.  This is because its taxing
on my processor too much.  You can replicate it by opening another
couple of servers and waiting for them to fill up.  I can guarantee
that the minute you get 3 servers with over 30 people, you will be
seeing this problem.

And whisper:  In your response 2 emails ago, did you say that you have
now successfully set up a lag free 32 man along with running 2 24
slots and a 20 slot? or did you say that you just have 6, 16 slot
servers open?  I have been screwing with rates on my servers, and that
can help the choke a little bit, however, it always comes back to the
processor usage when I get too many people in my servers.

Valve, I think you seriously need to consider that you have a large
memory leak in srcds since the last update.  CPU usage is out of
control.  This update has magnified the amount of processing power
srcds needs more than ever before.  It is costing us server operators
time, money, and clients.  And I know personally that you are loosing
players on a daily basis (I've heard many people say they aren't going


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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Aaron Matthews
That's nice information, and thank you for sending it.  But I don't
know how relevant it is in this situation.  My 6 servers (250 slots)
were running fine prior to the update.  Now I can't run any servers
over 28 slots with out the warpage lag.  The CPU usage is much much
higher since the last update, indicating that there is either a leak
in srcds or they changed the game so drastically that it actually
upped the minimum requirements of the game two fold.  Either way, its
a large problem, and I don't think the 65mhz rule of thumb works
anymore.  The CPU usage increases exponentially as the number of
players in the servers goes past 28 people.  This is the issue at
hand, and your response doesn't address this issue Dexion.

On 7/12/05, Dexion [EMAIL PROTECTED] wrote:
 With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at 100% 
 cpu. Furthermore, 1 server would need 1.5ghz if if you have hyperthreaded 
 processors, you must turn off hyperthreading as it splits the processing 
 power in half but doubles the number of proccesors. Resulting in 2 1.5ghz 
 Cpu's for each 3ghz ht enabled processer.
 Dex
 Keep in mind those numbers are at 100% cpu you should really figure 65mhz per 
 player to leave room for mapchanges and such.

 -Original Message-
From: Aaron Matthews[EMAIL PROTECTED]
Sent: 7/12/05 10:51:11 AM
To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

Ben, The issue here is the CPU usage on machines as the number of full
slots goes up.  Since the last update, everyone running srcds seems to
have this occurring.  The reason it is not happening to you could be
you are not running a large enough server, or, you are only running
one server.  I can run a 40 man server on my box with no lag since
this update, yes.  However, if i try to open another server with the
40 man running, the warpage lag appears.  This is because its taxing
on my processor too much.  You can replicate it by opening another
couple of servers and waiting for them to fill up.  I can guarantee
that the minute you get 3 servers with over 30 people, you will be
seeing this problem.

And whisper:  In your response 2 emails ago, did you say that you have
now successfully set up a lag free 32 man along with running 2 24
slots and a 20 slot? or did you say that you just have 6, 16 slot
servers open?  I have been screwing with rates on my servers, and that
can help the choke a little bit, however, it always comes back to the
processor usage when I get too many people in my servers.

Valve, I think you seriously need to consider that you have a large
memory leak in srcds since the last update.  CPU usage is out of
control.  This update has magnified the amount of processing power
srcds needs more than ever before.  It is costing us server operators
time, money, and clients.  And I know personally that you are loosing
players on a daily basis (I've heard many people say they aren't going


 [Message truncated. Tap Edit-Mark for Download to get remaining portion.]



 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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___
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-12 Thread Fernando Sanchez

I been getting around 80 choke after this update


From: Aaron Matthews [EMAIL PROTECTED]
Reply-To: hlds@list.valvesoftware.com
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Date: Tue, 12 Jul 2005 12:37:41 -0400

That's nice information, and thank you for sending it.  But I don't
know how relevant it is in this situation.  My 6 servers (250 slots)
were running fine prior to the update.  Now I can't run any servers
over 28 slots with out the warpage lag.  The CPU usage is much much
higher since the last update, indicating that there is either a leak
in srcds or they changed the game so drastically that it actually
upped the minimum requirements of the game two fold.  Either way, its
a large problem, and I don't think the 65mhz rule of thumb works
anymore.  The CPU usage increases exponentially as the number of
players in the servers goes past 28 people.  This is the issue at
hand, and your response doesn't address this issue Dexion.

On 7/12/05, Dexion [EMAIL PROTECTED] wrote:
 With the 50mhz a player rule oh thumg, 90 players would need 4.5 ghz at
100% cpu. Furthermore, 1 server would need 1.5ghz if if you have
hyperthreaded processors, you must turn off hyperthreading as it splits the
processing power in half but doubles the number of proccesors. Resulting in
2 1.5ghz Cpu's for each 3ghz ht enabled processer.
 Dex
 Keep in mind those numbers are at 100% cpu you should really figure
65mhz per player to leave room for mapchanges and such.

 -Original Message-
From: Aaron Matthews[EMAIL PROTECTED]
Sent: 7/12/05 10:51:11 AM
To: hlds@list.valvesoftware.comhlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last
Update...

Ben, The issue here is the CPU usage on machines as the number of
full
slots goes up.  Since the last update, everyone running srcds seems
to
have this occurring.  The reason it is not happening to you could be
you are not running a large enough server, or, you are only running
one server.  I can run a 40 man server on my box with no lag since
this update, yes.  However, if i try to open another server with the
40 man running, the warpage lag appears.  This is because its taxing
on my processor too much.  You can replicate it by opening another
couple of servers and waiting for them to fill up.  I can guarantee
that the minute you get 3 servers with over 30 people, you will be
seeing this problem.

And whisper:  In your response 2 emails ago, did you say that you
have
now successfully set up a lag free 32 man along with running 2 24
slots and a 20 slot? or did you say that you just have 6, 16 slot
servers open?  I have been screwing with rates on my servers, and
that
can help the choke a little bit, however, it always comes back to the
processor usage when I get too many people in my servers.

Valve, I think you seriously need to consider that you have a large
memory leak in srcds since the last update.  CPU usage is out of
control.  This update has magnified the amount of processing power
srcds needs more than ever before.  It is costing us server operators
time, money, and clients.  And I know personally that you are loosing
players on a daily basis (I've heard many people say they aren't
going


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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
Any ideas on this subject anyone? Even if you don't have ideas, I
request that everyone who has this problem responds with support.  We
need to let Valve know what this is a serious issue which needs to be
addressed.  100 Responses from server admins on this mailing list
would have a good chance of getting their attention I imagine :-)

On 7/10/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I already created a thread about this issue on the list
  Furthermore, I'd love to know where these servers are that DONT suffer from
 lag issues.
  Mine and everybody elses server lags currently
  Perhaps it is confined to Dual Processor boxes only?

  On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote:
 
  Server Specs:
  Dual 2.8 XEON w/ 2 gig ram
  100 mb unmetered connection
  Rates (On my current 28 man servers)
  sv_maxrate 9000
  sv_maxupdaterate 19
  sv_minrate 0
  sv_minupdaterate 5
  (My rates used to be maxrate:25000, maxupdaterate:70)
  Mods: Mani and Beetlefarts
 
  I have seen this discussed in several places, but have found no real
  answers. I run LANFusion, a gaming community with 6 source servers
  which all fill up on a daily basis (well, before the last update at
  least.) My servers, especially the larger ones (40 mans and the 32
  mans) have been experiencing very heavy lag since the last update.
  Its not choke or loss lag, its a teleporting type lag which makes the
  game almost unplayable.
 
  I have been doing a bunch of research and trying many different things
  in the past few days to try to fix this problem, however, have found
  no solution. Currently, I have 3 of my servers running with 28, 26
  and 24 slots. When I keep the players below 28, the lag isn't very
  apparent. However, the second the players get over 30, models start
  teleporting like crazy.
 
  I run a Dual XEON box w/ hyperthreading. Looking at my proc usage
  charts, I can see that srcds is trying to run on just one of my 4
  processors. I set the affinity of each process to a different proc
  and that finally got them running individually. However, I can't find
  a fix for this lag so that I can put some servers back up to 40 slots.
  Before the update I could easily run 6 full servers with no lag.
 
  Someone said that the last update limited the rate to 1. I turned
  my maxupdaterate down significantly and noticed a drop in some of the
  lag. However, they still lag up when I put them above 30 people. I
  see servers out there running over 30 people without lag. Have any of
  you successfully put up a server with no lag above 30 people? If so,
  what are your specs and rates?
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 --

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re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread \[DinoBot\]Sidmind
I seem to having some luck restarting the game servers
on a daily basis.

Saturday morning one of our guys complained that he
was the only person playing yet was warping all over
the place.

I rebooted the Source game servers, and three of us
jumped on and things felt fairly good to me.

I know the server was loaded pretty heavy Friday
night, so perhaps a memory leak?

If you notice allot of warping/lag try shutting the
game server down and restarting after 30 seconds or
so. and lets see if this helps.






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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread pearl
We have the same problem running several dual xeons with 4 gig ram on 100mb
Assault is pretty unplayable

Server settings are

// bandwidth rates/settings
sv_minrate 0
sv_maxrate 0
decalfrequency 10
sv_maxupdaterate 100
sv_minupdaterate 20


I tried pretty much everything ,also tested with my client settings
cl_updaterate
Cl_cmdrate
Rate

I tried with and without bots ,same amount of players
Whether u play with 20 humans or add 20 bots it's the same issue ,so from my
point of view ,its to do with memory ,cpu monitoring and bandwidth is fine.

Pearl







-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Aaron Matthews
Verzonden: maandag 11 juli 2005 18:03
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

Any ideas on this subject anyone? Even if you don't have ideas, I
request that everyone who has this problem responds with support.  We
need to let Valve know what this is a serious issue which needs to be
addressed.  100 Responses from server admins on this mailing list
would have a good chance of getting their attention I imagine :-)

On 7/10/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I already created a thread about this issue on the list
  Furthermore, I'd love to know where these servers are that DONT suffer
from
 lag issues.
  Mine and everybody elses server lags currently
  Perhaps it is confined to Dual Processor boxes only?

  On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote:
 
  Server Specs:
  Dual 2.8 XEON w/ 2 gig ram
  100 mb unmetered connection
  Rates (On my current 28 man servers)
  sv_maxrate 9000
  sv_maxupdaterate 19
  sv_minrate 0
  sv_minupdaterate 5
  (My rates used to be maxrate:25000, maxupdaterate:70)
  Mods: Mani and Beetlefarts
 
  I have seen this discussed in several places, but have found no real
  answers. I run LANFusion, a gaming community with 6 source servers
  which all fill up on a daily basis (well, before the last update at
  least.) My servers, especially the larger ones (40 mans and the 32
  mans) have been experiencing very heavy lag since the last update.
  Its not choke or loss lag, its a teleporting type lag which makes the
  game almost unplayable.
 
  I have been doing a bunch of research and trying many different things
  in the past few days to try to fix this problem, however, have found
  no solution. Currently, I have 3 of my servers running with 28, 26
  and 24 slots. When I keep the players below 28, the lag isn't very
  apparent. However, the second the players get over 30, models start
  teleporting like crazy.
 
  I run a Dual XEON box w/ hyperthreading. Looking at my proc usage
  charts, I can see that srcds is trying to run on just one of my 4
  processors. I set the affinity of each process to a different proc
  and that finally got them running individually. However, I can't find
  a fix for this lag so that I can put some servers back up to 40 slots.
  Before the update I could easily run 6 full servers with no lag.
 
  Someone said that the last update limited the rate to 1. I turned
  my maxupdaterate down significantly and noticed a drop in some of the
  lag. However, they still lag up when I put them above 30 people. I
  see servers out there running over 30 people without lag. Have any of
  you successfully put up a server with no lag above 30 people? If so,
  what are your specs and rates?
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 --

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Morten Trydal

yeah our tickrate 100 server feels like cr*p after the update. Feels like we
are playing with lag(yet with low ping), and the choke is very high. Also
the server CPU use is up by 20-30%.  Fps has dropped a lot for me as a
client.

Why was the server rate locked to 10 000 ? will not that cause the choke?

Morten

- Original Message -
From: pearl [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, July 11, 2005 8:03 PM
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...



We have the same problem running several dual xeons with 4 gig ram on
100mb
Assault is pretty unplayable

Server settings are

// bandwidth rates/settings
sv_minrate 0
sv_maxrate 0
decalfrequency 10
sv_maxupdaterate 100
sv_minupdaterate 20


I tried pretty much everything ,also tested with my client settings
cl_updaterate
Cl_cmdrate
Rate

I tried with and without bots ,same amount of players
Whether u play with 20 humans or add 20 bots it's the same issue ,so from
my
point of view ,its to do with memory ,cpu monitoring and bandwidth is
fine.

Pearl







-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Aaron Matthews
Verzonden: maandag 11 juli 2005 18:03
Aan: hlds@list.valvesoftware.com
Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

Any ideas on this subject anyone? Even if you don't have ideas, I
request that everyone who has this problem responds with support.  We
need to let Valve know what this is a serious issue which needs to be
addressed.  100 Responses from server admins on this mailing list
would have a good chance of getting their attention I imagine :-)

On 7/10/05, Whisper [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
I already created a thread about this issue on the list
 Furthermore, I'd love to know where these servers are that DONT suffer

from

lag issues.
 Mine and everybody elses server lags currently
 Perhaps it is confined to Dual Processor boxes only?

 On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote:

 Server Specs:
 Dual 2.8 XEON w/ 2 gig ram
 100 mb unmetered connection
 Rates (On my current 28 man servers)
 sv_maxrate 9000
 sv_maxupdaterate 19
 sv_minrate 0
 sv_minupdaterate 5
 (My rates used to be maxrate:25000, maxupdaterate:70)
 Mods: Mani and Beetlefarts

 I have seen this discussed in several places, but have found no real
 answers. I run LANFusion, a gaming community with 6 source servers
 which all fill up on a daily basis (well, before the last update at
 least.) My servers, especially the larger ones (40 mans and the 32
 mans) have been experiencing very heavy lag since the last update.
 Its not choke or loss lag, its a teleporting type lag which makes the
 game almost unplayable.

 I have been doing a bunch of research and trying many different things
 in the past few days to try to fix this problem, however, have found
 no solution. Currently, I have 3 of my servers running with 28, 26
 and 24 slots. When I keep the players below 28, the lag isn't very
 apparent. However, the second the players get over 30, models start
 teleporting like crazy.

 I run a Dual XEON box w/ hyperthreading. Looking at my proc usage
 charts, I can see that srcds is trying to run on just one of my 4
 processors. I set the affinity of each process to a different proc
 and that finally got them running individually. However, I can't find
 a fix for this lag so that I can put some servers back up to 40 slots.
 Before the update I could easily run 6 full servers with no lag.

 Someone said that the last update limited the rate to 1. I turned
 my maxupdaterate down significantly and noticed a drop in some of the
 lag. However, they still lag up when I put them above 30 people. I
 see servers out there running over 30 people without lag. Have any of
 you successfully put up a server with no lag above 30 people? If so,
 what are your specs and rates?

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Steven Hartland

Play on a normal tick rate server :P
- Original Message -
From: Morten Trydal [EMAIL PROTECTED]



yeah our tickrate 100 server feels like cr*p after the update. Feels like we
are playing with lag(yet with low ping), and the choke is very high. Also
the server CPU use is up by 20-30%.  Fps has dropped a lot for me as a
client.

Why was the server rate locked to 10 000 ? will not that cause the choke?




This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please 
telephone (023) 8024 3137
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
The server rate locked up is not the issue here, as it appears to me.
rate has always been default 1 and was never a problem. I never
touched my rate setting before or after this update.  So I don't think
its a rate issue.  After reading forums this morning, it appears to be
a CPU usage problem since the last update.  CPU usage on everyone's
machines has been a whole lot higher since the update. I don't know if
this is just a change in source which causes it to be more processor
intensive, or if it is a memory leak in srcds.  It appears to be an
exponential problem though.  As in the more people in the server, the
more proc power it uses (I know this is always the case, but to a much
greater extent now).  I tested it, I am able to run 1 40 slot server
on my box without the warpage lag.  But the second I open up another
server, everyone in the 40 slot starts warping. I am currently maxing
my box out by running three 28 man servers when, before this update, I
could run 6 servers (totalling 250 slots), all full, with no lag what
so ever.

Whatever it is, it is a huge problem which needs a fix quickly.  I
pray that someone at Valve takes the time to read this or the similar
posts on the steam forums.  I have spent so much time building up a
great CS:S community and now it is hurting from this update.

Aaron Matthews
Owner, LANFusion LLC.
www.LANFusion.com

On 7/11/05, Morten Trydal [EMAIL PROTECTED] wrote:
 yeah our tickrate 100 server feels like cr*p after the update. Feels like we
 are playing with lag(yet with low ping), and the choke is very high. Also
 the server CPU use is up by 20-30%.  Fps has dropped a lot for me as a
 client.

 Why was the server rate locked to 10 000 ? will not that cause the choke?

 Morten

 - Original Message -
 From: pearl [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, July 11, 2005 8:03 PM
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


  We have the same problem running several dual xeons with 4 gig ram on
  100mb
  Assault is pretty unplayable
 
  Server settings are
 
  // bandwidth rates/settings
  sv_minrate 0
  sv_maxrate 0
  decalfrequency 10
  sv_maxupdaterate 100
  sv_minupdaterate 20
 
 
  I tried pretty much everything ,also tested with my client settings
  cl_updaterate
  Cl_cmdrate
  Rate
 
  I tried with and without bots ,same amount of players
  Whether u play with 20 humans or add 20 bots it's the same issue ,so from
  my
  point of view ,its to do with memory ,cpu monitoring and bandwidth is
  fine.
 
  Pearl
 
 
 
 
 
 
 
  -Oorspronkelijk bericht-
  Van: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Namens Aaron Matthews
  Verzonden: maandag 11 juli 2005 18:03
  Aan: hlds@list.valvesoftware.com
  Onderwerp: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
  Any ideas on this subject anyone? Even if you don't have ideas, I
  request that everyone who has this problem responds with support.  We
  need to let Valve know what this is a serious issue which needs to be
  addressed.  100 Responses from server admins on this mailing list
  would have a good chance of getting their attention I imagine :-)
 
  On 7/10/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I already created a thread about this issue on the list
   Furthermore, I'd love to know where these servers are that DONT suffer
  from
  lag issues.
   Mine and everybody elses server lags currently
   Perhaps it is confined to Dual Processor boxes only?
 
   On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote:
  
   Server Specs:
   Dual 2.8 XEON w/ 2 gig ram
   100 mb unmetered connection
   Rates (On my current 28 man servers)
   sv_maxrate 9000
   sv_maxupdaterate 19
   sv_minrate 0
   sv_minupdaterate 5
   (My rates used to be maxrate:25000, maxupdaterate:70)
   Mods: Mani and Beetlefarts
  
   I have seen this discussed in several places, but have found no real
   answers. I run LANFusion, a gaming community with 6 source servers
   which all fill up on a daily basis (well, before the last update at
   least.) My servers, especially the larger ones (40 mans and the 32
   mans) have been experiencing very heavy lag since the last update.
   Its not choke or loss lag, its a teleporting type lag which makes the
   game almost unplayable.
  
   I have been doing a bunch of research and trying many different things
   in the past few days to try to fix this problem, however, have found
   no solution. Currently, I have 3 of my servers running with 28, 26
   and 24 slots. When I keep the players below 28, the lag isn't very
   apparent. However, the second the players get over 30, models start
   teleporting like crazy.
  
   I run a Dual XEON box w/ hyperthreading. Looking at my proc usage
   charts, I can see that srcds is trying to run on just one of my 4
   processors. I set the affinity of each process to a different proc
   and that finally got them running individually

Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Morten Trydal

well the tickrate 100 servers has a lot better bullet reg than tickrate 33,
we had exactly the same settings before the update, and everything was fine.
Now it's bd.

So i don't really understand your answer, guess you misunderstood..

Morten
- Original Message -
From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Sent: Monday, July 11, 2005 9:30 PM
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...


Play on a normal tick rate server :P
- Original Message -
From: Morten Trydal [EMAIL PROTECTED]



yeah our tickrate 100 server feels like cr*p after the update. Feels like
we
are playing with lag(yet with low ping), and the choke is very high. Also
the server CPU use is up by 20-30%.  Fps has dropped a lot for me as a
client.

Why was the server rate locked to 10 000 ? will not that cause the choke?




This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please
telephone (023) 8024 3137
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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Drew Hostetler
--
[ Picked text/plain from multipart/alternative ]
My server's CPU usage doubled which forced me to make some changes to keep
it playable... All players were experiencing terrible lag and choke.

I was running a 32 player server with a 66 tickrate. All other rate limits
were modest. I was peaking at 60% CPU usage, but usually around 40% or so.
Since the update, it was peaking at 100% but typically around 80%. I had to
reduce the tickrate to 50, lower the rate limits, and reduce the max players
to 24 to get peaks of 80% but typically around 50-60%.

My server specs:

AMD 2600+
1 gig of 3200 ram
800 Mbit commodity internet + direct connection to the Internet 2 backbone

Drew


On 7/11/05, Morten Trydal [EMAIL PROTECTED] wrote:

 well the tickrate 100 servers has a lot better bullet reg than tickrate
 33,
 we had exactly the same settings before the update, and everything was
 fine.
 Now it's bd.

 So i don't really understand your answer, guess you misunderstood..

 Morten
 - Original Message -
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Monday, July 11, 2005 9:30 PM
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...


 Play on a normal tick rate server :P
 - Original Message -
 From: Morten Trydal [EMAIL PROTECTED]


  yeah our tickrate 100 server feels like cr*p after the update. Feels
 like
  we
  are playing with lag(yet with low ping), and the choke is very high.
 Also
  the server CPU use is up by 20-30%. Fps has dropped a lot for me as a
  client.
 
  Why was the server rate locked to 10 000 ? will not that cause the
 choke?


 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and
 the
 person or entity to whom it is addressed. In the event of misdirection,
 the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.

 In the event of misdirection, illegible or incomplete transmission please
 telephone (023) 8024 3137
 or return the E.mail to [EMAIL PROTECTED]


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re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread peagle
This warping lag is not restricted to 100 tic servers, reducing to 66 or
33 is a mildly ineffective remedy at best.

While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
slots and rebooting your server every 6 hours aren't exactly satisfactory
answers.

Given the scale of this issue I can only assume (hope) Valve will release
an update this week to address this.

 Message: 7
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 Date: Mon, 11 Jul 2005 20:30:09 +0100
 Reply-To: hlds@list.valvesoftware.com

 Play on a normal tick rate server :P



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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Ben
I have to say that I haven't experienced any of this...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 11 July 2005 21:55
To: hlds@list.valvesoftware.com
Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

This warping lag is not restricted to 100 tic servers, reducing to 66 or
33 is a mildly ineffective remedy at best.

While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
slots and rebooting your server every 6 hours aren't exactly satisfactory
answers.

Given the scale of this issue I can only assume (hope) Valve will release
an update this week to address this.

 Message: 7
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 Date: Mon, 11 Jul 2005 20:30:09 +0100
 Reply-To: hlds@list.valvesoftware.com

 Play on a normal tick rate server :P



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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread dexion
I am finding people with realistic client settings are fine. I have played
around with my client settled on 10k/30/20 settings and everything went
away.
dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ben
Sent: Monday, July 11, 2005 8:00 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


I have to say that I haven't experienced any of this...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 11 July 2005 21:55
To: hlds@list.valvesoftware.com
Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

This warping lag is not restricted to 100 tic servers, reducing to 66 or
33 is a mildly ineffective remedy at best.

While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
slots and rebooting your server every 6 hours aren't exactly satisfactory
answers.

Given the scale of this issue I can only assume (hope) Valve will release
an update this week to address this.

 Message: 7
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 Date: Mon, 11 Jul 2005 20:30:09 +0100
 Reply-To: hlds@list.valvesoftware.com

 Play on a normal tick rate server :P



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Aaron Matthews
What do you mean by 10k/30/20 settings?  Are you saying you're able to
run a lag/warp free server with over 30 people?  Please explain, I
would love to get my servers back up to their normal size.

On 7/11/05, dexion [EMAIL PROTECTED] wrote:
 I am finding people with realistic client settings are fine. I have played
 around with my client settled on 10k/30/20 settings and everything went
 away.
 dex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Ben
 Sent: Monday, July 11, 2005 8:00 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


 I have to say that I haven't experienced any of this...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 11 July 2005 21:55
 To: hlds@list.valvesoftware.com
 Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

 This warping lag is not restricted to 100 tic servers, reducing to 66 or
 33 is a mildly ineffective remedy at best.

 While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
 slots and rebooting your server every 6 hours aren't exactly satisfactory
 answers.

 Given the scale of this issue I can only assume (hope) Valve will release
 an update this week to address this.

  Message: 7
  From: Steven Hartland [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
  Date: Mon, 11 Jul 2005 20:30:09 +0100
  Reply-To: hlds@list.valvesoftware.com
 
  Play on a normal tick rate server :P



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RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread dexion
I have a few 32's running had 28 in it with no problems. But its all client
side tweaks.

10k rate
30 cl_updaterate
20 cl_cmdrate

Really the default settings the game sets up with
dex

With higher cl_cmdrate I was really having trouble. The problem is all the
clients have to set their rates etc to realistic settings. That is just not
going to happen.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
Sent: Monday, July 11, 2005 8:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...


What do you mean by 10k/30/20 settings?  Are you saying you're able to
run a lag/warp free server with over 30 people?  Please explain, I
would love to get my servers back up to their normal size.

On 7/11/05, dexion [EMAIL PROTECTED] wrote:
 I am finding people with realistic client settings are fine. I have played
 around with my client settled on 10k/30/20 settings and everything went
 away.
 dex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Ben
 Sent: Monday, July 11, 2005 8:00 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


 I have to say that I haven't experienced any of this...

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
 Sent: 11 July 2005 21:55
 To: hlds@list.valvesoftware.com
 Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

 This warping lag is not restricted to 100 tic servers, reducing to 66 or
 33 is a mildly ineffective remedy at best.

 While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
 slots and rebooting your server every 6 hours aren't exactly satisfactory
 answers.

 Given the scale of this issue I can only assume (hope) Valve will release
 an update this week to address this.

  Message: 7
  From: Steven Hartland [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
  Date: Mon, 11 Jul 2005 20:30:09 +0100
  Reply-To: hlds@list.valvesoftware.com
 
  Play on a normal tick rate server :P



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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Shawn Zipay

I disagree.  I've had my settings on default (client side) for the
longest time and I still experience the massive choke/loss of FPS that
most everybody else is experiencing.  Pings are perfectly fine and I've
noticed nothing out of the ordinary in terms of lag spikes on any of the
servers I've played on.  I've played on 33 tickrate servers and 66
tickrate servers of various size (20 to 32+ players) and they all
exhibit the same major stuttering since the latest update.

For not having changed my rates from the default (outside of rate which
is set at 21000), and for having no problems before this update (with
the same rates), this is definately an issue brought by something in the
latest update.

dexion wrote:


I have a few 32's running had 28 in it with no problems. But its all client
side tweaks.

10k rate
30 cl_updaterate
20 cl_cmdrate

Really the default settings the game sets up with
dex

With higher cl_cmdrate I was really having trouble. The problem is all the
clients have to set their rates etc to realistic settings. That is just not
going to happen.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
Sent: Monday, July 11, 2005 8:49 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...


What do you mean by 10k/30/20 settings?  Are you saying you're able to
run a lag/warp free server with over 30 people?  Please explain, I
would love to get my servers back up to their normal size.

On 7/11/05, dexion [EMAIL PROTECTED] wrote:



I am finding people with realistic client settings are fine. I have played
around with my client settled on 10k/30/20 settings and everything went
away.
dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ben
Sent: Monday, July 11, 2005 8:00 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...


I have to say that I haven't experienced any of this...

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED]
Sent: 11 July 2005 21:55
To: hlds@list.valvesoftware.com
Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

This warping lag is not restricted to 100 tic servers, reducing to 66 or
33 is a mildly ineffective remedy at best.

While somewhat useful stop-gap solutions, dialing back tic-rates, reducing
slots and rebooting your server every 6 hours aren't exactly satisfactory
answers.

Given the scale of this issue I can only assume (hope) Valve will release
an update this week to address this.




Message: 7
From: Steven Hartland [EMAIL PROTECTED]
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
Date: Mon, 11 Jul 2005 20:30:09 +0100
Reply-To: hlds@list.valvesoftware.com

Play on a normal tick rate server :P




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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-11 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Shawn is correct
 Most of our servers were set to default tickrates and they were disgusting
to play on
 Changing them to 66 tickrate helps with bullet registration but the warping
feels worse, not that it was very good on defaults in the first place.

 On 7/12/05, Shawn Zipay [EMAIL PROTECTED] wrote:

 I disagree. I've had my settings on default (client side) for the
 longest time and I still experience the massive choke/loss of FPS that
 most everybody else is experiencing. Pings are perfectly fine and I've
 noticed nothing out of the ordinary in terms of lag spikes on any of the
 servers I've played on. I've played on 33 tickrate servers and 66
 tickrate servers of various size (20 to 32+ players) and they all
 exhibit the same major stuttering since the latest update.

 For not having changed my rates from the default (outside of rate which
 is set at 21000), and for having no problems before this update (with
 the same rates), this is definately an issue brought by something in the
 latest update.

 dexion wrote:

 I have a few 32's running had 28 in it with no problems. But its all
 client
 side tweaks.
 
 10k rate
 30 cl_updaterate
 20 cl_cmdrate
 
 Really the default settings the game sets up with
 dex
 
 With higher cl_cmdrate I was really having trouble. The problem is all
 the
 clients have to set their rates etc to realistic settings. That is just
 not
 going to happen.
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Aaron Matthews
 Sent: Monday, July 11, 2005 8:49 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
 What do you mean by 10k/30/20 settings? Are you saying you're able to
 run a lag/warp free server with over 30 people? Please explain, I
 would love to get my servers back up to their normal size.
 
 On 7/11/05, dexion [EMAIL PROTECTED] wrote:
 
 
 I am finding people with realistic client settings are fine. I have
 played
 around with my client settled on 10k/30/20 settings and everything went
 away.
 dex
 
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Ben
 Sent: Monday, July 11, 2005 8:00 PM
 To: hlds@list.valvesoftware.com
 Subject: RE: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 
 I have to say that I haven't experienced any of this...
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: 11 July 2005 21:55
 To: hlds@list.valvesoftware.com
 Subject: re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 
 This warping lag is not restricted to 100 tic servers, reducing to 66 or
 33 is a mildly ineffective remedy at best.
 
 While somewhat useful stop-gap solutions, dialing back tic-rates,
 reducing
 slots and rebooting your server every 6 hours aren't exactly
 satisfactory
 answers.
 
 Given the scale of this issue I can only assume (hope) Valve will
 release
 an update this week to address this.
 
 
 
 Message: 7
 From: Steven Hartland [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...
 Date: Mon, 11 Jul 2005 20:30:09 +0100
 Reply-To: hlds@list.valvesoftware.com
 
 Play on a normal tick rate server :P
 
 
 
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 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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 To unsubscribe, edit your list preferences, or view the list archives,
 
 
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[hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-10 Thread Aaron Matthews
Server Specs:
Dual 2.8 XEON w/ 2 gig ram
100 mb unmetered connection
Rates (On my current 28 man servers)
sv_maxrate 9000
sv_maxupdaterate 19
sv_minrate 0
sv_minupdaterate 5
(My rates used to be maxrate:25000, maxupdaterate:70)
Mods: Mani and Beetlefarts

I have seen this discussed in several places, but have found no real
answers.  I run LANFusion, a gaming community with 6 source servers
which all fill up on a daily basis (well, before the last update at
least.)  My servers, especially the larger ones (40 mans and the 32
mans) have been experiencing very heavy lag since the last update.
Its not choke or loss lag, its a teleporting type lag which makes the
game almost unplayable.

I have been doing a bunch of research and trying many different things
in the past few days to try to fix this problem, however, have found
no solution.  Currently, I have 3 of my servers running with 28, 26
and 24 slots.  When I keep the players below 28, the lag isn't very
apparent.  However, the second the players get over 30, models start
teleporting like crazy.

I run a Dual XEON box w/ hyperthreading.  Looking at my proc usage
charts, I can see that srcds is trying to run on just one of my 4
processors.  I set the affinity of each process to a different proc
and that finally got them running individually.  However, I can't find
a fix for this lag so that I can put some servers back up to 40 slots.
 Before the update I could easily run 6 full servers with no lag.

Someone said that the last update limited the rate to 1.  I turned
my maxupdaterate down significantly and noticed a drop in some of the
lag.  However, they still lag up when I put them above 30 people.  I
see servers out there running over 30 people without lag.  Have any of
you successfully put up a server with no lag above 30 people? If so,
what are your specs and rates?

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Re: [hlds] Teleport Lag on Bigger Servers Since Last Update...

2005-07-10 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
I already created a thread about this issue on the list
 Furthermore, I'd love to know where these servers are that DONT suffer from
lag issues.
 Mine and everybody elses server lags currently
 Perhaps it is confined to Dual Processor boxes only?

 On 7/11/05, Aaron Matthews [EMAIL PROTECTED] wrote:

 Server Specs:
 Dual 2.8 XEON w/ 2 gig ram
 100 mb unmetered connection
 Rates (On my current 28 man servers)
 sv_maxrate 9000
 sv_maxupdaterate 19
 sv_minrate 0
 sv_minupdaterate 5
 (My rates used to be maxrate:25000, maxupdaterate:70)
 Mods: Mani and Beetlefarts

 I have seen this discussed in several places, but have found no real
 answers. I run LANFusion, a gaming community with 6 source servers
 which all fill up on a daily basis (well, before the last update at
 least.) My servers, especially the larger ones (40 mans and the 32
 mans) have been experiencing very heavy lag since the last update.
 Its not choke or loss lag, its a teleporting type lag which makes the
 game almost unplayable.

 I have been doing a bunch of research and trying many different things
 in the past few days to try to fix this problem, however, have found
 no solution. Currently, I have 3 of my servers running with 28, 26
 and 24 slots. When I keep the players below 28, the lag isn't very
 apparent. However, the second the players get over 30, models start
 teleporting like crazy.

 I run a Dual XEON box w/ hyperthreading. Looking at my proc usage
 charts, I can see that srcds is trying to run on just one of my 4
 processors. I set the affinity of each process to a different proc
 and that finally got them running individually. However, I can't find
 a fix for this lag so that I can put some servers back up to 40 slots.
 Before the update I could easily run 6 full servers with no lag.

 Someone said that the last update limited the rate to 1. I turned
 my maxupdaterate down significantly and noticed a drop in some of the
 lag. However, they still lag up when I put them above 30 people. I
 see servers out there running over 30 people without lag. Have any of
 you successfully put up a server with no lag above 30 people? If so,
 what are your specs and rates?

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