Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Essay Tew Phaun
Tried this already. Thanks for the suggestion though, Kyle.

On Sat, Jan 5, 2013 at 2:36 PM, Kyle Sanderson  wrote:

> Try increasing net_splitpacket_maxrate to something usable like 50k (We're
> using 75k, but we have 64 players). It looks like we also have
> net_splitrate set as well (to 5), but I don't remember that having a huge
> effect.
>
> Thanks,
> Kyle.
>
>
> On Sat, Jan 5, 2013 at 10:51 AM, Essay Tew Phaun 
> wrote:
>
> > We used to, but haven't for several months now.
> >
> > On Sat, Jan 5, 2013 at 1:32 PM, ics  wrote:
> >
> > > If you started seeing spikes recently, after the xmas update, there's
> > that
> > > spam in the console that makes my own game lag like hell when it
> happens.
> > > Screen even jams occasionally.
> > >
> > > Before that, i saw mostly players going fast forward with leaping place
> > to
> > > another when issues like this occurs. It's just some players, just as
> > some
> > > packets would be "lost" (or not given to you) at that time and only
> part
> > of
> > > his actual movement is shown (like packet 3, 35 64 and not
> > > 3,12,23,35,43,51,64,76,89 etc). As i recall, this started long ago, at
> > the
> > > time that valve optimized the code and bandwidth usage for servers
> > dropped
> > > at the same time.
> > >
> > > Also one other thing happened at that t ime, which is that now the game
> > > draws only players that are around the next corner and not the ones at
> > next
> > > corner and after the next one. This of course can be coped with some
> > > optimization on maps but this is now default setting. If you want to
> > > experience this as a test, go in map harvest and if you spec a sniper
> > that
> > > is in the roof but is not peaking over the rooftop to middle. You
> cannot
> > > see the enemies that are in area on front of the rooftop. However,  as
> > soon
> > > as he peaks over, the enemies magically appear for your screen, which
> > means
> > > you see the same thing as he does. Only he cannot see what you see from
> > > above his head, sooner than he. So if you see the enemies and he is
> > peeking
> > > over and then goes down crouching, those enemies will disappear.
> > >
> > > Before Valve did the optimization over a year ago, as a 3rd person, you
> > > could see all that is happening on the battlefield while spectating a
> > > person. Now, this effect happens. In some rare and not so rare cases,
> it
> > > can lead to sudden lag as your hardware tries to catch up on whats
> going
> > on
> > > at the screen. Naturally this part has nothing to do with servers
> > > themselves, it's just ingame thing on players. That recent dynamic
> model
> > > loading might have done this even more visible but i think they are
> > loading
> > > the models that should be coming up in advance but i have no way of
> > knowing
> > > how advanced that system is at guessing what comes next.
> > >
> > > But also one question, do you force your servers to run on specific cpu
> > > core? I've also seen that causing similiar lag effect.
> > >
> > > -ics
> > >
> > > 5.1.2013 19:53, Jake Forrester kirjoitti:
> > >
> > >  I have the exact same issue.  When turning the corner, getting team
> > >> changed, or just running into a bunch of other players, I get huge
> > >> spikes in my graph (with gaps).  It's gotten so bad that it can become
> > >> impossible to aim during large enemy encounters, so I've just given up
> > >> on TF2 for the time being.  I guess on to DOTA?  Kind of sucks being
> in
> > >> charge of a server that you can't even play on.
> > >>
> > >> On 1/5/2013 11:49 AM, Essay Tew Phaun wrote:
> > >>
> > >>> I know this isn't exactly scientific but we weren't having these
> > reports
> > >>> of
> > >>> lag before. Of course, you're always going to have a few people
> > >>> complaining
> > >>> about lag and blaming their performance on it, but recently, probably
> > as
> > >>> of
> > >>> the big update (Halloween or Mecha, not sure which) We've seen a
> > >>> humongous
> > >>> rise in the complaints about lag. Whether that's the cause of the
> > server
> > >>> or
> > >>> client, I guess that remains to be seen, but we're having a lot of
> > >>> complaints and have done everything we can on our end to try and
> > address
> > >>> it
> > >>> including moving down to 24 player servers which we did *NOT *want to
> > do.
> > >>> The problem is still there. An hour or so ago I loaded up a
> completely
> > >>> vanilla server with no MM:SM, the same issue appears.
> > >>>
> > >>> We get the gaps and spikes in the net_graph a lot. I get HUGE gaps
> when
> > >>> going in to a new area of a map a lot of the time. Here's a
> screenshot
> > >>> from
> > >>> just now when I tested.
> > >>>
> > >>> http://i.imgur.com/4V1TZ.jpg
> > >>>
> > >>>
> > >>>
> > >
> > > __**_
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linu

Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Erik-jan Riemers
Have you tried disabling it?

export RDTSC_FREQUENCY=disabled

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

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

We used to, but haven't for several months now.

On Sat, Jan 5, 2013 at 1:32 PM, ics  wrote:

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

2013-01-05 Thread Jake Forrester
Thanks for the info.  I did some testing with r_lod 0 and it seems to
have helped significantly, but there are still some spikes.  For the
most part, the gaps are gone or so small that they're not a big deal,
except for cases where it isn't really an issue, such as during a new
round team spawn.  Here are some screenshots of gameplay, respawn, and
new round: http://imgur.com/a/gHAKO

For anyone who has a good enough video card, my recommendation is to try
running with r_lod 0 to see if it helps.  If you do, report back with
your findings so I know I'm not just crazy.
For those with weaker video cards: play on maps where there aren't large
groups of players around corners, or learn to deal with being unable to
aim and unable to see enemies until this is patched!

To answer your question regarding processor affinity, no, they are not
limited to a single core.  The CPU load never goes above 25% even when
all the servers on the box are full, there's plenty of RAM left over,
and we're at about 10% of maximum bandwidth.  No issues with IOwait
either.  From the server standpoint, everything appears to be working
great with the exception of the occasional crash due to no free edicts.


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

Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Kyle Sanderson
Try increasing net_splitpacket_maxrate to something usable like 50k (We're
using 75k, but we have 64 players). It looks like we also have
net_splitrate set as well (to 5), but I don't remember that having a huge
effect.

Thanks,
Kyle.


On Sat, Jan 5, 2013 at 10:51 AM, Essay Tew Phaun  wrote:

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

2013-01-05 Thread Essay Tew Phaun
We used to, but haven't for several months now.

On Sat, Jan 5, 2013 at 1:32 PM, ics  wrote:

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

2013-01-05 Thread ics
If you started seeing spikes recently, after the xmas update, there's 
that spam in the console that makes my own game lag like hell when it 
happens. Screen even jams occasionally.


Before that, i saw mostly players going fast forward with leaping place 
to another when issues like this occurs. It's just some players, just as 
some packets would be "lost" (or not given to you) at that time and only 
part of his actual movement is shown (like packet 3, 35 64 and not 
3,12,23,35,43,51,64,76,89 etc). As i recall, this started long ago, at 
the time that valve optimized the code and bandwidth usage for servers 
dropped at the same time.


Also one other thing happened at that t ime, which is that now the game 
draws only players that are around the next corner and not the ones at 
next corner and after the next one. This of course can be coped with 
some optimization on maps but this is now default setting. If you want 
to experience this as a test, go in map harvest and if you spec a sniper 
that is in the roof but is not peaking over the rooftop to middle. You 
cannot see the enemies that are in area on front of the rooftop. 
However,  as soon as he peaks over, the enemies magically appear for 
your screen, which means you see the same thing as he does. Only he 
cannot see what you see from above his head, sooner than he. So if you 
see the enemies and he is peeking over and then goes down crouching, 
those enemies will disappear.


Before Valve did the optimization over a year ago, as a 3rd person, you 
could see all that is happening on the battlefield while spectating a 
person. Now, this effect happens. In some rare and not so rare cases, it 
can lead to sudden lag as your hardware tries to catch up on whats going 
on at the screen. Naturally this part has nothing to do with servers 
themselves, it's just ingame thing on players. That recent dynamic model 
loading might have done this even more visible but i think they are 
loading the models that should be coming up in advance but i have no way 
of knowing how advanced that system is at guessing what comes next.


But also one question, do you force your servers to run on specific cpu 
core? I've also seen that causing similiar lag effect.


-ics

5.1.2013 19:53, Jake Forrester kirjoitti:

I have the exact same issue.  When turning the corner, getting team
changed, or just running into a bunch of other players, I get huge
spikes in my graph (with gaps).  It's gotten so bad that it can become
impossible to aim during large enemy encounters, so I've just given up
on TF2 for the time being.  I guess on to DOTA?  Kind of sucks being in
charge of a server that you can't even play on.

On 1/5/2013 11:49 AM, Essay Tew Phaun wrote:

I know this isn't exactly scientific but we weren't having these reports of
lag before. Of course, you're always going to have a few people complaining
about lag and blaming their performance on it, but recently, probably as of
the big update (Halloween or Mecha, not sure which) We've seen a humongous
rise in the complaints about lag. Whether that's the cause of the server or
client, I guess that remains to be seen, but we're having a lot of
complaints and have done everything we can on our end to try and address it
including moving down to 24 player servers which we did *NOT *want to do.
The problem is still there. An hour or so ago I loaded up a completely
vanilla server with no MM:SM, the same issue appears.

We get the gaps and spikes in the net_graph a lot. I get HUGE gaps when
going in to a new area of a map a lot of the time. Here's a screenshot from
just now when I tested.

http://i.imgur.com/4V1TZ.jpg





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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Jake Forrester
I have the exact same issue.  When turning the corner, getting team
changed, or just running into a bunch of other players, I get huge
spikes in my graph (with gaps).  It's gotten so bad that it can become
impossible to aim during large enemy encounters, so I've just given up
on TF2 for the time being.  I guess on to DOTA?  Kind of sucks being in
charge of a server that you can't even play on.

On 1/5/2013 11:49 AM, Essay Tew Phaun wrote:
> I know this isn't exactly scientific but we weren't having these reports of
> lag before. Of course, you're always going to have a few people complaining
> about lag and blaming their performance on it, but recently, probably as of
> the big update (Halloween or Mecha, not sure which) We've seen a humongous
> rise in the complaints about lag. Whether that's the cause of the server or
> client, I guess that remains to be seen, but we're having a lot of
> complaints and have done everything we can on our end to try and address it
> including moving down to 24 player servers which we did *NOT *want to do.
> The problem is still there. An hour or so ago I loaded up a completely
> vanilla server with no MM:SM, the same issue appears.
>
> We get the gaps and spikes in the net_graph a lot. I get HUGE gaps when
> going in to a new area of a map a lot of the time. Here's a screenshot from
> just now when I tested.
>
> http://i.imgur.com/4V1TZ.jpg
>
>

-- 

Jake Forrester
Freelance Web Developer/Designer &
Joomla Enthusiast
e: j...@ranndesigns.com


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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Essay Tew Phaun
I know this isn't exactly scientific but we weren't having these reports of
lag before. Of course, you're always going to have a few people complaining
about lag and blaming their performance on it, but recently, probably as of
the big update (Halloween or Mecha, not sure which) We've seen a humongous
rise in the complaints about lag. Whether that's the cause of the server or
client, I guess that remains to be seen, but we're having a lot of
complaints and have done everything we can on our end to try and address it
including moving down to 24 player servers which we did *NOT *want to do.
The problem is still there. An hour or so ago I loaded up a completely
vanilla server with no MM:SM, the same issue appears.

We get the gaps and spikes in the net_graph a lot. I get HUGE gaps when
going in to a new area of a map a lot of the time. Here's a screenshot from
just now when I tested.

http://i.imgur.com/4V1TZ.jpg

On Sat, Jan 5, 2013 at 11:22 AM, Michael Johansen  wrote:

>
> We've been having weird issues like this aswell, some times the game just
> freezes for a split second and then continues. The netgraph shows the ping
> rises and so does the in/out values.
>
> > Date: Sat, 5 Jan 2013 09:43:31 -0500
> > From: sc2p...@gmail.com
> > To: hlds_linux@list.valvesoftware.com
> > Subject: Re: [hlds_linux] Large Gaps in the net_graph
> >
> > Yeah I'm not saying the issue is caused by the same thing as those
> videos.
> > It's just causing a similar problem.
> >
> > On Sat, Jan 5, 2013 at 9:17 AM, dan  wrote:
> >
> > > On 04/01/2013 23:00, Essay Tew Phaun wrote:
> > >
> > >> The issue is very similar to the videos posted on youtube here:
> > >>
> > >> http://www.youtube.com/watch?**v=ArWe_ODu2-Y<
> http://www.youtube.com/watch?v=ArWe_ODu2-Y>
> > >> http://www.youtube.com/watch?**v=GgWldsyWNIQ<
> http://www.youtube.com/watch?v=GgWldsyWNIQ>
> > >> http://www.youtube.com/watch?**v=OdZBeOD2eTI<
> http://www.youtube.com/watch?v=OdZBeOD2eTI>
> > >>
> > >
> > > These must be old? The sv: field is saying 256 rather than the 66 it
> does
> > > now.
> > >
> > > The 3rd one really needs lower client settings (he has cmdrate et al
> set
> > > to 66, but doesn't generate 66 fps)
> > >
> > >
> > >  We've investigated the network, the general system performance (CPU,
> > >> Memory, I/O). Everything is checking out fine with these. We've tried
> a
> > >> few
> > >> various things within the server.cfgs other than the defaults and they
> > >> have
> > >> not changed anything. In the network graphs, we have no loss, we have
> no
> > >> choke, or very little, which is about normal with a lot going on. var
> > >> seems
> > >> to stay pretty low, 0.50-2.00.
> > >>
> > >
> > > There used to be this kind of 'rewind' thing on Valve's servers.
> > > The fra ones.
> > >
> > > Lately it's a lot better though with their lux servers.
> > >
> > > Given they're vanilla it's difficult to envisage a general problem,
> unless
> > > it only affects certain maps or game modes?
> > >
> > > --
> > > Dan.
> > >
> > >
> > > __**_
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.
> **com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> > >
> > ___
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> please visit:
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>
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[hlds_linux] TF2: mp_forceautoteam no longer working

2013-01-05 Thread Ross Bemrose
I originally thought one of the other admins on RUGC Midwest disabled 
mp_forceautoteam.  It turns out that our Windows TF2 server is ignoring 
this cvar now since the Christmas update and presenting users with the 
team selection screen.


My Linux TF2 plugin test server / event server is seeing this same behavior.

This is what my server console says on both servers:

"mp_forceautoteam" = "1" ( def. "0" )
game notify replicated
- Automatically assign players to teams when joining.


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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Michael Johansen

We've been having weird issues like this aswell, some times the game just 
freezes for a split second and then continues. The netgraph shows the ping 
rises and so does the in/out values.

> Date: Sat, 5 Jan 2013 09:43:31 -0500
> From: sc2p...@gmail.com
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Large Gaps in the net_graph
> 
> Yeah I'm not saying the issue is caused by the same thing as those videos.
> It's just causing a similar problem.
> 
> On Sat, Jan 5, 2013 at 9:17 AM, dan  wrote:
> 
> > On 04/01/2013 23:00, Essay Tew Phaun wrote:
> >
> >> The issue is very similar to the videos posted on youtube here:
> >>
> >> http://www.youtube.com/watch?**v=ArWe_ODu2-Y
> >> http://www.youtube.com/watch?**v=GgWldsyWNIQ
> >> http://www.youtube.com/watch?**v=OdZBeOD2eTI
> >>
> >
> > These must be old? The sv: field is saying 256 rather than the 66 it does
> > now.
> >
> > The 3rd one really needs lower client settings (he has cmdrate et al set
> > to 66, but doesn't generate 66 fps)
> >
> >
> >  We've investigated the network, the general system performance (CPU,
> >> Memory, I/O). Everything is checking out fine with these. We've tried a
> >> few
> >> various things within the server.cfgs other than the defaults and they
> >> have
> >> not changed anything. In the network graphs, we have no loss, we have no
> >> choke, or very little, which is about normal with a lot going on. var
> >> seems
> >> to stay pretty low, 0.50-2.00.
> >>
> >
> > There used to be this kind of 'rewind' thing on Valve's servers.
> > The fra ones.
> >
> > Lately it's a lot better though with their lux servers.
> >
> > Given they're vanilla it's difficult to envisage a general problem, unless
> > it only affects certain maps or game modes?
> >
> > --
> > Dan.
> >
> >
> > __**_
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> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux
> >
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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread Essay Tew Phaun
Yeah I'm not saying the issue is caused by the same thing as those videos.
It's just causing a similar problem.

On Sat, Jan 5, 2013 at 9:17 AM, dan  wrote:

> On 04/01/2013 23:00, Essay Tew Phaun wrote:
>
>> The issue is very similar to the videos posted on youtube here:
>>
>> http://www.youtube.com/watch?**v=ArWe_ODu2-Y
>> http://www.youtube.com/watch?**v=GgWldsyWNIQ
>> http://www.youtube.com/watch?**v=OdZBeOD2eTI
>>
>
> These must be old? The sv: field is saying 256 rather than the 66 it does
> now.
>
> The 3rd one really needs lower client settings (he has cmdrate et al set
> to 66, but doesn't generate 66 fps)
>
>
>  We've investigated the network, the general system performance (CPU,
>> Memory, I/O). Everything is checking out fine with these. We've tried a
>> few
>> various things within the server.cfgs other than the defaults and they
>> have
>> not changed anything. In the network graphs, we have no loss, we have no
>> choke, or very little, which is about normal with a lot going on. var
>> seems
>> to stay pretty low, 0.50-2.00.
>>
>
> There used to be this kind of 'rewind' thing on Valve's servers.
> The fra ones.
>
> Lately it's a lot better though with their lux servers.
>
> Given they're vanilla it's difficult to envisage a general problem, unless
> it only affects certain maps or game modes?
>
> --
> Dan.
>
>
> __**_
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> please visit:
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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread pilger
Those videos were recorded by me on our old server. It was hosted on an
online server hosting company and I don't recall the specs of the machine.

I can't confirm, right now, if they're still happening. As soon as I get
the time I'll procceed to do so and post here my results. Expect it to be
by the end of this week (around friday or so).

On 5 January 2013 12:17, dan  wrote:

> On 04/01/2013 23:00, Essay Tew Phaun wrote:
>
>> The issue is very similar to the videos posted on youtube here:
>>
>> http://www.youtube.com/watch?**v=ArWe_ODu2-Y
>> http://www.youtube.com/watch?**v=GgWldsyWNIQ
>> http://www.youtube.com/watch?**v=OdZBeOD2eTI
>>
>
> These must be old? The sv: field is saying 256 rather than the 66 it does
> now.
>
> The 3rd one really needs lower client settings (he has cmdrate et al set
> to 66, but doesn't generate 66 fps)
>
>
>  We've investigated the network, the general system performance (CPU,
>> Memory, I/O). Everything is checking out fine with these. We've tried a
>> few
>> various things within the server.cfgs other than the defaults and they
>> have
>> not changed anything. In the network graphs, we have no loss, we have no
>> choke, or very little, which is about normal with a lot going on. var
>> seems
>> to stay pretty low, 0.50-2.00.
>>
>
> There used to be this kind of 'rewind' thing on Valve's servers.
> The fra ones.
>
> Lately it's a lot better though with their lux servers.
>
> Given they're vanilla it's difficult to envisage a general problem, unless
> it only affects certain maps or game modes?
>
> --
> Dan.
>
>
>
> __**_
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> please visit:
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Re: [hlds_linux] Large Gaps in the net_graph

2013-01-05 Thread dan

On 04/01/2013 23:00, Essay Tew Phaun wrote:

The issue is very similar to the videos posted on youtube here:

http://www.youtube.com/watch?v=ArWe_ODu2-Y
http://www.youtube.com/watch?v=GgWldsyWNIQ
http://www.youtube.com/watch?v=OdZBeOD2eTI


These must be old? The sv: field is saying 256 rather than the 66 it 
does now.


The 3rd one really needs lower client settings (he has cmdrate et al set 
to 66, but doesn't generate 66 fps)



We've investigated the network, the general system performance (CPU,
Memory, I/O). Everything is checking out fine with these. We've tried a few
various things within the server.cfgs other than the defaults and they have
not changed anything. In the network graphs, we have no loss, we have no
choke, or very little, which is about normal with a lot going on. var seems
to stay pretty low, 0.50-2.00.


There used to be this kind of 'rewind' thing on Valve's servers.
The fra ones.

Lately it's a lot better though with their lux servers.

Given they're vanilla it's difficult to envisage a general problem, 
unless it only affects certain maps or game modes?


--
Dan.


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