Thanks to Vitaliy for the explanations, it's more clear now. Only thing I currently don't get is what's the difference between the value of +- and the value of var next to it. Isn't it the same?
On 26.04.2014 02:11, [email protected] wrote: > Message: 2 Date: Fri, 25 Apr 2014 23:42:34 +0000 From: Vitaliy Genkin > <[email protected]> To: "[email protected]" > <[email protected]> Subject: Re: [Csgo_servers] New > net_graph ...i'm too stupid. Message-ID: > <7aed2f4433df474ea1c0af1972e8b47f1b671...@exchange10.valvesoftware.com> > Content-Type: > text/plain; charset="us-ascii" >>> Can anybody answer these questions directly? Bonus points if you can do it >>> without being condescending. >>> 1. What does the value represented by sv mean now? > Value of "sv" shows how many milliseconds server simulation step took on the > last networked frame. > >>> 2. What does the +- next to the sv represent? > Value following sv +- shows standard deviation of server simulation step > duration measured in milliseconds over the history of last 50 server frames. > >>> 3. What does the current value for var represent? > Value for sv var when server performance is meeting tickrate requirements > represents the standard deviation of accuracy of server OS nanosleep function > measured in microseconds over the history of last 50 server frames. The > latest update relies on it for efficiently sleeping and waking up to start > next frame simulation. Should usually be fractions of milliseconds. > > Value for client var near fps net graph display is showing standard deviation > of client framerate measured in milliseconds over the history of last 1000 > client frames. By using fps_max to restrict client rendering to maintain a > consistent fps client can have framerate variability at a very low value, but > keep in mind that system processes and 3rd party software can influence > framerate variability as well. > >>> 4. Originally, it was considered respectable to have a var of less than 1, >>> reasonable to have it spike as high as 2, but pretty much horrible to have >>> a variance remain above 2 for any length of time. What would be the >>> equivalent values for the three new measurements (sv, +-, and var)? > For a 64-tick server as long as sv value stays mostly below 15.625 ms the > server is meeting 64-tick rate requirements correctly. For a 128-tick server > as long as sv value stays mostly below 7.8 ms the server is meeting 128-tick > rate requirements correctly. If standard deviation of frame start accuracy > exceeds fractions of millisecond then the server OS has lower sleep accuracy > and you might want to keep sv simulation duration within the max duration > minus OS sleep precision (e.g. for a 64-tick Windows server with sleep > accuracy variation of 1.5 ms you might want to make sure that server > simulation doesn't take longer than 15.625 minus 1.5 ~= 14 ms to ensure best > experience). > > > > Hope this helps, > > -Vitaliy --- Diese E-Mail ist frei von Viren und Malware, denn der avast! Antivirus Schutz ist aktiv. http://www.avast.com _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
