It went to the mailing list. It's just nobody replied. On Feb 16, 2013 8:41 PM, "kdl_512" <[email protected]> wrote:
> This didn't seem to go to the mailing list when I created it a few days > ago; trying again: > > What is "sv" in the net_graph, and if it's significantly lower than the > tick rate of 128 (down in the 40-60 range) until 10 people are left alive, > what does that mean and will (or how will) that cause lag-like problems.? > and should I complain to the host? It doesn't seem to happen on other > servers I've checked, and I do notice some lag-like oddities even though my > HLSW ping graph looks great. > > 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." 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. However, > since movements for players in general seem to be somewhat jerky at times > when this happens, I can't make draw definitive conclusions. 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)? > > thanks! > > ------------------------------ > View this message in context: please explain "sv" to me > (net_graph)<http://csgo-servers.1073505.n5.nabble.com/please-explain-sv-to-me-net-graph-tp3730.html> > Sent from the CSGO_Servers mailing list > archive<http://csgo-servers.1073505.n5.nabble.com/>at Nabble.com. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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