So far server performance does seem better, not as good as it was at launch
or during the beta, but better than it has been since the arms deal update.
There are however still large spikes where server var goes up by 60 fold or
more for brief periods.

I really hope that Valve will continue to work on performance and fix these
random spikes as it is still impossible to host a server with a completely
stable tick rate, even on very high end hardware.


On Thu, Apr 24, 2014 at 1:30 PM, Zaretti Steve <[email protected]> wrote:

> Did. I've removed game* subscri*
>  updated game, players cannot join.
>
>  I've even tried with sv_workshop_allow_other_maps 1 enabled.
>  Still.
>
>  Hummm
>
>
> 2014-04-24 12:59 GMT+02:00 Daniel Thal <[email protected]>:
>
> Delete in your /csgo/ the subscribed_collection_ids.txt and
>> subscribed_file_ids.txt it works for me.
>>
>> Zaretti Steve <[email protected]> schrieb:
>>
>>  Does anyone hosting a server using workshop collection?
>>
>>  Mine doesn't work anymore. Players get stuck while connecting.
>>  There is no error in server log.
>>
>>
>> 2014-04-24 7:28 GMT+02:00 Marcin Paterek <[email protected]>:
>>
>>> Server does not allow net_graph values above 1
>>>
>>> How to fix that? The new netgraph is so big :/
>>>
>>>
>>> 2014-04-24 5:41 GMT+02:00 Vitaliy Genkin <[email protected]>:
>>>
>>>>  CS:GO server plugins have to be recompiled to match global vars and
>>>> net channel change in this update, highlighted below [**]
>>>>
>>>>
>>>>
>>>> As the community noticed we have switched our Linux version of
>>>> srcds_linux to call a more precise sleeping function - nanosleep, and when
>>>> server is meeting tickrate and the call is not interrupted by a signal it
>>>> should be only called once per frame and more efficiently suspend the
>>>> process main thread until the start of next server frame. The frame start
>>>> std deviation on net channel will show fluctuations of OS CPU scheduling
>>>> for waking up the main server thread at the beginning of the next frame
>>>> which is typically a fraction of a millisecond. Server frame time in net
>>>> graph display will now report duration of the server simulation phase on
>>>> the main thread and std deviation of that so on 64-tick servers simulation
>>>> phase should not exceed 1/64th of a second ~=16 ms to meet the
>>>> required server tickrate.
>>>>
>>>>
>>>>
>>>> Thanks,
>>>>
>>>> -Vitaliy
>>>>
>>>>
>>>>
>>>> [**]
>>>>
>>>>
>>>>
>>>> class CGlobalVarsBase
>>>>
>>>> {
>>>>
>>>> ...===...
>>>>
>>>>                 // Absolute frame counter - continues to increase even
>>>> if game is paused
>>>>
>>>>
>>>> int                                                          framecount;
>>>>
>>>>                 // Non-paused frametime
>>>>
>>>>                 float
>>>> absoluteframetime;
>>>>
>>>> +++         float
>>>> absoluteframestarttimestddev;
>>>>
>>>>
>>>>
>>>> abstract_class INetChannel : public INetChannelInfo
>>>>
>>>> ...===...
>>>>
>>>>                 virtual void         SetRemoteFramerate( float
>>>> flFrameTime, float flFrameTimeStdDeviation, float
>>>> flFrameStartTimeStdDeviation ) = 0;
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> class INetChannelInfo
>>>>
>>>> ...===...
>>>>
>>>>                 virtual void
>>>> GetRemoteFramerate( float *pflFrameTime, float *pflFrameTimeStdDeviation, 
>>>> float
>>>> *pflFrameStartTimeStdDeviation ) const = 0;
>>>>
>>>>
>>>>
>>>> _______________________________________________
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>>>> [email protected]
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>
>>>
>>>
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>>
>>
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>
>
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