I'm not sure if these exist in GO, but try with sm_cvar.

sv_parallel_sendsnapshot = "1"
sv_parallel_packentities = "1"

I should probably note that despite these being the default values, they
are not properly implemented in previous engines, and will result in
crashing if you miss enough frames.

Thanks,
Kyle.


On Thu, Jan 24, 2013 at 5:36 PM, Elysium Gamers League <[email protected]>wrote:

> Anyone ?****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Elysium
> Gamers League
> *Sent:* Thursday, 24 January 2013 11:29 AM
>
> *To:* [email protected]
> *Subject:* [Csgo_servers] CSGO 128 tick - CPU Clock issue****
>
> ** **
>
> Hi All,****
>
> ** **
>
> I have found a possible issue with CSGO 128 tick and clock speed of each
> CPU thread.****
>
> ** **
>
> # Server 1****
>
> 1x Intel(R) Core(TM) i7-3930K CPU @ 3.20GHz (12 threads)****
>
> ** **
>
> # Server 2****
>
> 2x Intel(R) Xeon(R) CPU E5-2630 0 @ 2.30GHz (32 threads)****
>
> ** **
>
> Now, with TF2/CSS I can see that on Server 2 they are happy using >100% of
> a thread, let’s say, 150% for a busy large server of a night time.****
>
> ** **
>
> With CSGO 128tick I have noticed an issue with fps drop when it hits 100%
> - 103% of a thread and won’t go any higher. I have verified this via a
> Sourcemod addon which logs tick and fps every 5 seconds to a log file.
> Server 1 will peak  to about 80% of a thread so ~2.56ghz. These processors
> are of the same generation etc so this should really just come down to raw
> clock speed per thread. This peak activity usually occurs around the start
> of rounds and is disruptive to the quality of the server visually. This box
> sits around 50% total CPU peak, all the monitoring under the sun shows
> almost no iowait or disk latency. I have pretty much well ruled out “all
> the things”****
>
> ** **
>
> Looking at htop everything is fine, everything is balanced nicely, it’s
> not doing what gmod does and just chews the hell out of a thread then
> rubber bands and behaves horribly.****
>
> ** **
>
> Both servers are running Ubuntu 12.04.1 LTS with the –lowlatency kernel, I
> have taken a copy of a working/good sever from Server 1 and placed it on
> Server 2 etc, I’ve tried everything J****
>
> ** **
>
> Now, I’m just wondering, why is this the case? CSGO should just be able to
> do what any other srcds game does and just use whatever it needs?****
>
> ** **
>
> Is anyone able to offer any assistance or verify the issue.****
>
> ** **
>
> Valve, has this been reported to you before, I’m happy to work with you,
> share more data, complete tests etc to get this resolved.****
>
> ** **
>
> ## Log exmaple****
>
> ** **
>
> Server tickrate: 128.000000****
>
> CPU   In    Out   Uptime  Users   FPS    Players****
>
> 10.00 112085.05 201662.19    1391     3  137.80      10****
>
> ** **
>
> Server tickrate: 128.000000****
>
> CPU   In    Out   Uptime  Users   FPS    Players****
>
> 10.00 115372.51 235407.47    1391     3   79.52      10****
>
> ** **
>
> Server tickrate: 128.000000****
>
> CPU   In    Out   Uptime  Users   FPS    Players****
>
> 10.00 108717.33 226417.19    1391     3   52.90      10****
>
> ** **
>
> Server tickrate: 128.000000****
>
> CPU   In    Out   Uptime  Users   FPS    Players****
>
> 10.00 104498.02 196216.81    1391     3  112.40      10****
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
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