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
>
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Reply via email to