Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Saul Rennison
How can a high maxrate value choke clients? :/ if they're choking they
just need to reduce their rate!

On Thursday, 24 February 2011, Björn Rohlén bjorn.roh...@gmail.com wrote:
 Hello.

 Having fiddled with this particular issue since the beta-days, sv_maxrate
 5 is sufficient for a 20 player server, unless you want to experience
 choke and weirdness on the clients. I would presume 24 and even 32 player
 servers would require even more.

 I'd watch out for going over 80k though, unless you want to choke players
 with bad internet-connections like 512kbit downstream to death. We actually
 tested this as well, since we had a 512kbit-player (hi snowie) and 75k was
 the value we settled on.

 This, of course, is because you make sv_minrate follow sv_maxrate as to
 avoid having the default rate of the client (25k) being set.

 If you are cheap, you could set minrate to 30k and maxrate to 60k and watch
 the awe of the server population when they suddenly notice a DRASTIC
 improvement in performance on your server.

 To put them into awe but still keep within acceptable limits, sv_minrate
 45000 and sv_maxrate 75000 would probably do the trick.

 -TheG


 On Wed, Feb 23, 2011 at 11:14 PM, Vathral vath...@gmail.com wrote:

 Well, I'd like to work on an issue that members says they've been having.
 There have been complaints of lag and such that I'd like to look into. What
 are the default rates to work off? If possible I'd like to see what other
 admins out there are running as I do not fully understand how to tweak
 settings like fps, sv_maxrate, maxupdaterate, etc.

 Running a Xeon 3230 with 4gb of ram, CentOS5, 100 Mbps link. Running
 Sourcemod/MM with as few plugins as possible. No services like apache,
 mysql, logging disabled where possible.

 This is what I have so far on one server

 fps_max 300                   // Frame rate limiter

 sv_maxreplay 2

 sv_minrate 1              // Min bandwidth rate allowed on server, 0 ==
 unlimited
 sv_maxrate 25000              // Max bandwidth rate allowed on server, 0 ==
 unlimited

 sv_mincmdrate 33
 sv_maxcmdrate 66

 sv_minupdaterate 33           // Minimum updates per second that the server
 will allow
 sv_maxupdaterate 66           // Maximum updates per second that the server
 will allow

 Any suggestions? Yes theres Google but I trust what I've read on here such
 as with the whole FPS issue.

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Thanks,
 - Saul.

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Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Björn Rohlén
Hello Saul.

I believe you are in error. The reason the clients choke, is because the
CLIENT RATE of 25k is _not enough_ to accommodate all the delta- and full
worldstate- packets sent from the server in intense situations. You can
stand in spawn on most servers and be perfectly fine, but as soon as you
start to move into areas with action going on (verify this with netgraph 3
or 4), you will notice the client getting chocked. This is everything from a
chokevalue of 10 up to 100, which obviously is not good.

Now, if you read my post carefully, you'll notice that when _I_ did it, I
made the sv_minrate _FOLLOW_ the sv_maxrate, hence FORCING the clients above
the default 25k value and also keeping the highraters to the same rate.
This gave MUCH better performance on a 20 and 24 player server. As for 32
player servers, I would believe the amount of bandwidth would be quite hefty
to make it acceptable, but oh well.

My suggestion for REAL WORLD implementation was to NOT do it in this manner,
but keep sv_minrate and sv_maxrate apart -- and let the clients who actually
can DEAL with the increased number of packets, do so, while also making sure
the casuals who could not care less about how things work, would get a
fair performance as well.

60-75k is about what a client on a 512kbit connection can handle without
getting loss/choke due to get too many packets (mind you, the sv_minrate
above 25k is to ensure the client gets ENOUGH packets, since the default is
not enough).

Go ahead, try it. Go on a well configured server, run around with 25k rate
and notice the choke. Set your rate above 50k and notice how the choke
dissipates, models move smoother, rockets are not fired behind doors and
other totally whack stuff -- magic!

I think that about covers it? This has been up on this list about 2 years
ago, I would recommend a search in the archives if you want to know more
in-depth details.

-TheG

On Thu, Feb 24, 2011 at 10:25 AM, Saul Rennison saul.renni...@gmail.comwrote:

 How can a high maxrate value choke clients? :/ if they're choking they
 just need to reduce their rate!

 On Thursday, 24 February 2011, Björn Rohlén bjorn.roh...@gmail.com
 wrote:
  Hello.
 
  Having fiddled with this particular issue since the beta-days, sv_maxrate
  5 is sufficient for a 20 player server, unless you want to experience
  choke and weirdness on the clients. I would presume 24 and even 32 player
  servers would require even more.
 
  I'd watch out for going over 80k though, unless you want to choke players
  with bad internet-connections like 512kbit downstream to death. We
 actually
  tested this as well, since we had a 512kbit-player (hi snowie) and 75k
 was
  the value we settled on.
 
  This, of course, is because you make sv_minrate follow sv_maxrate as to
  avoid having the default rate of the client (25k) being set.
 
  If you are cheap, you could set minrate to 30k and maxrate to 60k and
 watch
  the awe of the server population when they suddenly notice a DRASTIC
  improvement in performance on your server.
 
  To put them into awe but still keep within acceptable limits, sv_minrate
  45000 and sv_maxrate 75000 would probably do the trick.
 
  -TheG
 
 
  On Wed, Feb 23, 2011 at 11:14 PM, Vathral vath...@gmail.com wrote:
 
  Well, I'd like to work on an issue that members says they've been
 having.
  There have been complaints of lag and such that I'd like to look into.
 What
  are the default rates to work off? If possible I'd like to see what
 other
  admins out there are running as I do not fully understand how to tweak
  settings like fps, sv_maxrate, maxupdaterate, etc.
 
  Running a Xeon 3230 with 4gb of ram, CentOS5, 100 Mbps link. Running
  Sourcemod/MM with as few plugins as possible. No services like apache,
  mysql, logging disabled where possible.
 
  This is what I have so far on one server
 
  fps_max 300   // Frame rate limiter
 
  sv_maxreplay 2
 
  sv_minrate 1  // Min bandwidth rate allowed on server, 0
 ==
  unlimited
  sv_maxrate 25000  // Max bandwidth rate allowed on server, 0
 ==
  unlimited
 
  sv_mincmdrate 33
  sv_maxcmdrate 66
 
  sv_minupdaterate 33   // Minimum updates per second that the
 server
  will allow
  sv_maxupdaterate 66   // Maximum updates per second that the
 server
  will allow
 
  Any suggestions? Yes theres Google but I trust what I've read on here
 such
  as with the whole FPS issue.
 
  ___
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  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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 --

 Thanks,
  - Saul.

 ___
 To unsubscribe, edit your list preferences, or view the 

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread lwf
sv_maxrate 25000 is indeed not enough. Unless you have a too slow
uplink (server-side) we have found no disadvantages when using
sv_maxrate 0, letting the client choose their own rate limit without
arbitrary limits imposed from our side.

2011/2/24 Björn Rohlén bjorn.roh...@gmail.com:
 Hello Saul.

 I believe you are in error. The reason the clients choke, is because the
 CLIENT RATE of 25k is _not enough_ to accommodate all the delta- and full
 worldstate- packets sent from the server in intense situations. You can
 stand in spawn on most servers and be perfectly fine, but as soon as you
 start to move into areas with action going on (verify this with netgraph 3
 or 4), you will notice the client getting chocked. This is everything from a
 chokevalue of 10 up to 100, which obviously is not good.

 Now, if you read my post carefully, you'll notice that when _I_ did it, I
 made the sv_minrate _FOLLOW_ the sv_maxrate, hence FORCING the clients above
 the default 25k value and also keeping the highraters to the same rate.
 This gave MUCH better performance on a 20 and 24 player server. As for 32
 player servers, I would believe the amount of bandwidth would be quite hefty
 to make it acceptable, but oh well.

 My suggestion for REAL WORLD implementation was to NOT do it in this manner,
 but keep sv_minrate and sv_maxrate apart -- and let the clients who actually
 can DEAL with the increased number of packets, do so, while also making sure
 the casuals who could not care less about how things work, would get a
 fair performance as well.

 60-75k is about what a client on a 512kbit connection can handle without
 getting loss/choke due to get too many packets (mind you, the sv_minrate
 above 25k is to ensure the client gets ENOUGH packets, since the default is
 not enough).

 Go ahead, try it. Go on a well configured server, run around with 25k rate
 and notice the choke. Set your rate above 50k and notice how the choke
 dissipates, models move smoother, rockets are not fired behind doors and
 other totally whack stuff -- magic!

 I think that about covers it? This has been up on this list about 2 years
 ago, I would recommend a search in the archives if you want to know more
 in-depth details.

 -TheG

 On Thu, Feb 24, 2011 at 10:25 AM, Saul Rennison 
 saul.renni...@gmail.comwrote:

 How can a high maxrate value choke clients? :/ if they're choking they
 just need to reduce their rate!

 On Thursday, 24 February 2011, Björn Rohlén bjorn.roh...@gmail.com
 wrote:
  Hello.
 
  Having fiddled with this particular issue since the beta-days, sv_maxrate
  5 is sufficient for a 20 player server, unless you want to experience
  choke and weirdness on the clients. I would presume 24 and even 32 player
  servers would require even more.
 
  I'd watch out for going over 80k though, unless you want to choke players
  with bad internet-connections like 512kbit downstream to death. We
 actually
  tested this as well, since we had a 512kbit-player (hi snowie) and 75k
 was
  the value we settled on.
 
  This, of course, is because you make sv_minrate follow sv_maxrate as to
  avoid having the default rate of the client (25k) being set.
 
  If you are cheap, you could set minrate to 30k and maxrate to 60k and
 watch
  the awe of the server population when they suddenly notice a DRASTIC
  improvement in performance on your server.
 
  To put them into awe but still keep within acceptable limits, sv_minrate
  45000 and sv_maxrate 75000 would probably do the trick.
 
  -TheG
 
 
  On Wed, Feb 23, 2011 at 11:14 PM, Vathral vath...@gmail.com wrote:
 
  Well, I'd like to work on an issue that members says they've been
 having.
  There have been complaints of lag and such that I'd like to look into.
 What
  are the default rates to work off? If possible I'd like to see what
 other
  admins out there are running as I do not fully understand how to tweak
  settings like fps, sv_maxrate, maxupdaterate, etc.
 
  Running a Xeon 3230 with 4gb of ram, CentOS5, 100 Mbps link. Running
  Sourcemod/MM with as few plugins as possible. No services like apache,
  mysql, logging disabled where possible.
 
  This is what I have so far on one server
 
  fps_max 300                   // Frame rate limiter
 
  sv_maxreplay 2
 
  sv_minrate 1              // Min bandwidth rate allowed on server, 0
 ==
  unlimited
  sv_maxrate 25000              // Max bandwidth rate allowed on server, 0
 ==
  unlimited
 
  sv_mincmdrate 33
  sv_maxcmdrate 66
 
  sv_minupdaterate 33           // Minimum updates per second that the
 server
  will allow
  sv_maxupdaterate 66           // Maximum updates per second that the
 server
  will allow
 
  Any suggestions? Yes theres Google but I trust what I've read on here
 such
  as with the whole FPS issue.
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
  

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Saul Rennison
Hi,

Sorry it was an early morning email. I don't really know what I was trying
to say looking back but I should have said:

Changing your minrate value won't affect choke on *properly configured
clients*. Setting minrate to about 40,000 will just force all the badly
configured clients to a decent rate. However, maxrate on the other hand,
will limit your clients ability to be updated often enough to not cause
jitter.


Thanks,
 - Saul.


2011/2/24 Björn Rohlén bjorn.roh...@gmail.com

 Hello Saul.

 I believe you are in error. The reason the clients choke, is because the
 CLIENT RATE of 25k is _not enough_ to accommodate all the delta- and full
 worldstate- packets sent from the server in intense situations. You can
 stand in spawn on most servers and be perfectly fine, but as soon as you
 start to move into areas with action going on (verify this with netgraph 3
 or 4), you will notice the client getting chocked. This is everything from
 a
 chokevalue of 10 up to 100, which obviously is not good.

 Now, if you read my post carefully, you'll notice that when _I_ did it, I
 made the sv_minrate _FOLLOW_ the sv_maxrate, hence FORCING the clients
 above
 the default 25k value and also keeping the highraters to the same rate.
 This gave MUCH better performance on a 20 and 24 player server. As for 32
 player servers, I would believe the amount of bandwidth would be quite
 hefty
 to make it acceptable, but oh well.

 My suggestion for REAL WORLD implementation was to NOT do it in this
 manner,
 but keep sv_minrate and sv_maxrate apart -- and let the clients who
 actually
 can DEAL with the increased number of packets, do so, while also making
 sure
 the casuals who could not care less about how things work, would get a
 fair performance as well.

 60-75k is about what a client on a 512kbit connection can handle without
 getting loss/choke due to get too many packets (mind you, the sv_minrate
 above 25k is to ensure the client gets ENOUGH packets, since the default is
 not enough).

 Go ahead, try it. Go on a well configured server, run around with 25k rate
 and notice the choke. Set your rate above 50k and notice how the choke
 dissipates, models move smoother, rockets are not fired behind doors and
 other totally whack stuff -- magic!

 I think that about covers it? This has been up on this list about 2 years
 ago, I would recommend a search in the archives if you want to know more
 in-depth details.

 -TheG

 On Thu, Feb 24, 2011 at 10:25 AM, Saul Rennison saul.renni...@gmail.com
 wrote:

  How can a high maxrate value choke clients? :/ if they're choking they
  just need to reduce their rate!
 
  On Thursday, 24 February 2011, Björn Rohlén bjorn.roh...@gmail.com
  wrote:
   Hello.
  
   Having fiddled with this particular issue since the beta-days,
 sv_maxrate
   5 is sufficient for a 20 player server, unless you want to
 experience
   choke and weirdness on the clients. I would presume 24 and even 32
 player
   servers would require even more.
  
   I'd watch out for going over 80k though, unless you want to choke
 players
   with bad internet-connections like 512kbit downstream to death. We
  actually
   tested this as well, since we had a 512kbit-player (hi snowie) and 75k
  was
   the value we settled on.
  
   This, of course, is because you make sv_minrate follow sv_maxrate as to
   avoid having the default rate of the client (25k) being set.
  
   If you are cheap, you could set minrate to 30k and maxrate to 60k and
  watch
   the awe of the server population when they suddenly notice a DRASTIC
   improvement in performance on your server.
  
   To put them into awe but still keep within acceptable limits,
 sv_minrate
   45000 and sv_maxrate 75000 would probably do the trick.
  
   -TheG
  
  
   On Wed, Feb 23, 2011 at 11:14 PM, Vathral vath...@gmail.com wrote:
  
   Well, I'd like to work on an issue that members says they've been
  having.
   There have been complaints of lag and such that I'd like to look into.
  What
   are the default rates to work off? If possible I'd like to see what
  other
   admins out there are running as I do not fully understand how to tweak
   settings like fps, sv_maxrate, maxupdaterate, etc.
  
   Running a Xeon 3230 with 4gb of ram, CentOS5, 100 Mbps link. Running
   Sourcemod/MM with as few plugins as possible. No services like apache,
   mysql, logging disabled where possible.
  
   This is what I have so far on one server
  
   fps_max 300   // Frame rate limiter
  
   sv_maxreplay 2
  
   sv_minrate 1  // Min bandwidth rate allowed on server,
 0
  ==
   unlimited
   sv_maxrate 25000  // Max bandwidth rate allowed on server,
 0
  ==
   unlimited
  
   sv_mincmdrate 33
   sv_maxcmdrate 66
  
   sv_minupdaterate 33   // Minimum updates per second that the
  server
   will allow
   sv_maxupdaterate 66   // Maximum updates per second that the
  server
   will allow
  
   Any suggestions? Yes theres Google 

Re: [hlds_linux] Team Fortress 2 Lag/Jitter

2011-02-24 Thread Björn Rohlén
Then again -- everyone does not have such awesome pipes as Lokalen does! :)

On Thu, Feb 24, 2011 at 5:55 PM, lwf l...@lokalen.nu wrote:

 sv_maxrate 25000 is indeed not enough. Unless you have a too slow
 uplink (server-side) we have found no disadvantages when using
 sv_maxrate 0, letting the client choose their own rate limit without
 arbitrary limits imposed from our side.

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Re: [hlds_linux] master server source 1 is down.

2011-02-24 Thread Milton Ngan
Thanks guys. Just working with the steam engineers to figure out what is going 
on. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Wednesday, February 23, 2011 11:32 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] master server source 1 is down.

Confirming the first (72.165.61.153) is down for me as well. Yes, it
is responding to echo requests.

Cheers,
Kyle.

On Wed, Feb 23, 2011 at 11:08 PM, Eric Riemers riem...@binkey.nl wrote:
 Ping works fine, the box is up. It's the response that is not working as
 demonstrated by others.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Milton Ngan
 Sent: donderdag 24 februari 2011 2:52
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] master server source 1 is down.

 We looked at this a while back. There are master servers running on all
 three. Can you ping and traceroute to the host? Can anyone else confirm that
 one of the master servers is not functioning?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 Sent: Wednesday, February 23, 2011 6:06 AM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: [hlds_linux] master server source 1 is down.

 Milton,

 I mailed this before on the list but nothing has changed since.

 lethal@binkey:~/public_html/admin$ host hl2master.steampowered.com
 hl2master.steampowered.com      A       72.165.61.153
 hl2master.steampowered.com      A       63.234.149.83
 hl2master.steampowered.com      A       63.234.149.90

 The first entry 72.165.61.153 is as far as I can see not working. Has been
 for some time, it would be wiser to remove it or fix it to cut down on
 retry's and such.

 (and I actually prefer to use dns names instead of ip's)

 Thanks in advance,
        Eric


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[hlds_linux] L4D2 update out

2011-02-24 Thread ics

Incase you missed it, like i did, update your servers.

-ics

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Re: [hlds_linux] L4D2 update out

2011-02-24 Thread Eric Riemers
They updated the master servers version of l4d2 today, while it was out
yesterday. Happened last time too..

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: donderdag 24 februari 2011 20:18
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Linux
server mailing list
Subject: [hlds_linux] L4D2 update out

Incase you missed it, like i did, update your servers.

-ics

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Re: [hlds_linux] Timeleft bug

2011-02-24 Thread doc
Completely off-topic but are there any ways you know of that will
force the auto-update if nobody is in the map?

On Wed, Feb 23, 2011 at 7:09 AM, Eli Witt eliw...@gmail.com wrote:
 The server won't change maps until someone connects, regardless of
 mp_timelimit

 Same with auto-updates.

 On Wed, Feb 23, 2011 at 9:33 AM, dsadadsasd adsadasdsa 
 thisisforgot...@mail.ru wrote:

 Hello,

 On first map timeleft stucks, until someone connects to server. So if I
 even have mp_timelimit 10/20, same map can stay few hours. Tested on CSS and
 HL2DM server, on both operation systems. Does somebody know how to fix it?
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Re: [hlds_linux] Timeleft bug

2011-02-24 Thread Kyle Sanderson
You can either use Nemrun or the SteamTools SourceMod extension.

On Thu, Feb 24, 2011 at 2:41 PM, doc drga...@gmail.com wrote:
 Completely off-topic but are there any ways you know of that will
 force the auto-update if nobody is in the map?

 On Wed, Feb 23, 2011 at 7:09 AM, Eli Witt eliw...@gmail.com wrote:
 The server won't change maps until someone connects, regardless of
 mp_timelimit

 Same with auto-updates.

 On Wed, Feb 23, 2011 at 9:33 AM, dsadadsasd adsadasdsa 
 thisisforgot...@mail.ru wrote:

 Hello,

 On first map timeleft stucks, until someone connects to server. So if I
 even have mp_timelimit 10/20, same map can stay few hours. Tested on CSS and
 HL2DM server, on both operation systems. Does somebody know how to fix it?
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[hlds_linux] Team Fortress 2 Update Available

2011-02-24 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive the update.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed another server crash exploit caused by malformed network packets.

Team Fortress 2
- Added three new community maps:
   - Koth_Lakeside
   - PL_Frontier
   - PLR_Nightfall

Jason


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