I have read some forum posts out there that treat "sv" differently from 
person to person, and even some odd things mentioned in the TF2 docs at 
Valve's wiki which don't seem to have any bearing on reality, so I am 
really confused about what this is supposed to mean and if I should 
care.  Our server is on VPS hardware and we have full control of it (the 
server, not the machine), and there are times when if everyone is 
alive, the sv goes from the tick rate of 128 down to values as low as in the 
30's, usually in the 60s.  After a certain amount of people die, it goes back 
up to 127-28, seemingly such that it gradually gets better as fewer things 
happen in the map (fewer alive players).  However, it 
doesn't stay predictable like that from minute to minute -- it might 
hang out at a higher value or range even when most people are alive and 
shooting, but still stay below the tick rate.  Say in the 80-90's.

One forum post called it the "server frame rate for 
network data."  Others called it something to do with the actual 
framerate of the client (visual).  Why is there no consensus, did it's 
meaning change over time?  If so, what was the timeline?  What exactly 
is this (and var for that matter, which I assume is the 
jitter/variance..)?  What effects would this have for players in terms 
of the efficacy of their actions and what they see on screen?  Would it 
cause a visual lag?  While spec'ing a guy we suspect of wall hacks, I 
noticed that his shots sometimes seemed to jerk, and I couldn't tell if 
it was an aim-bot as well.  But then movements for players in general 
seem to be somewhat jerky at times (but it's not the same as the normal 
lag I'm used to seeing).

If my understanding of this is correct, 
how does the server
 decide what data to drop and from which clients?  Is it possible that 
the server might be receiving more data from a player who is attacking a
 target, while the target or someone watching the attacker doesn't see a
 bunch of data from the attacker until a target is hit, thus making it 
look, perhaps, as though the reticle of the attacker jumped to his 
intended target in a jerky manner?  If so, is it safe to say that this 
is something we should complain about to the hosting company (ie, that 
they are overloading the machine with too many servers)?

I am 
also getting a lot of pushback from the folks who handle the low level 
server, saying that it's either all client side or that it's due to bugs
 in the latest patches -- that if I go to other popular servers, it 
happens at the beginning of each round for them as well but goes away 
for 30 seconds.  However, that's not what I observe at all - -at the 
other servers, sv stays very near the
 tick rate, 127-128, from beginning to end.  The fact that it doesn't 
look like lag makes it difficult to convince anyone that there might be a
 problem.  But surely this reading would not exist if it wasn't 
important..?  Since many people run on shared servers, it stands to 
reason that you would want some way to know when the server is 
overloaded, I just need confirmation and a better description of the 
ramifications of an unstable "var" that goes well below the tick rate.. 
 If I understand it correctly, it is safe to say that a server that has a
 "var" in the 40's but is a 128 tick server is NOT as good as a 64 tick 
server that has a var that is a rock solid 64.  Therefore, we should 
complain.

thanks!



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