I forgot VAR. Straight from the wiki.
https://developer.valvesoftware.com/wiki/TF2_Network_Graph
The "var" shows the standard deviation of the server's frametime (where
server fps = 1.0 / frametime) over the last 50 frames recorded by the
server. If the server's framerate is below 20 fps, then this line will draw
in yellow. If the server's framerate is below 10 fps, then this line will
draw in red.

Var on my servers is usually always below 1.0 and never exceeding 1.5=1.7
peak.
On Sat, Feb 16, 2013 at 9:11 PM, Winnie the Pooh <[email protected]>wrote:

> Hey,
> Your original message did go to the mailing list along with the accidental
> double post. Just no one responded. Here are my thoughts which maybe right
> or wrong.
>
> From my experience, the sv and var in the net_graph indicate the server
> FPS and the variance of it from the tickrate. It reflects the same number
> you get back when you type "status" into the server console.
>
> If you're number dips below whatever you have -tickrate set to then
> something about the environment in which the server is configured isn't
> able to to handle the computation that tickrate requires. If you have a
> variance of anything greater than the normal (1 to 5 I'd say) then gameplay
> is degraded  for players since the server isn't able to interpolate fast
> enough with the correct data. Clients are meant to cause more variance in
> FPS/data sent than the server. The server is meant to compute and if
> necessary compensate the lag caused by client variation and thus should be
> more stable than clients.
>
> Virtual environments aren't ideal for game servers because of how CPU
> cycles can be  divided across guest hosts. Since your variance in tickrate
> isn't consistent I would point the blame to the environment in which you
> are hosted. This could be the way your OS is configured or the hypervisor.
> With that said, I would do everything on your end to make sure it isn't any
> of your plugins or OS configuration before you go pushing and shoving at
> your host. There are too many variables for a mailing list to answer
> this problem alone.
>
> Are you using Windows or Linux on your VPS? What is the hardware on the
> VPS and what all are you hosting on it?
>
>
> On Sat, Feb 16, 2013 at 6:40 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.
>>
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>
>
>
> --
> -Winnie the Pooh
> TimetoKill.net
>
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