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!
--
View this message in context:
http://csgo-servers.1073505.n5.nabble.com/no-subject-tp3721.html
Sent from the CSGO_Servers mailing list archive at Nabble.com.
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers