Bruce,

The effect that most of us noticed and are now missing is that setting that
cvar to a higher value eliminated some choke and loss especially on 128tick
and higher populated server. The difference between the default value and
max value was very noticeable on a fully populated server.

Honestly, I'm not sure many of us know what the variable actually did
behind the scenes to help but experimenting with it got us better results.


On Thu, Jul 10, 2014 at 9:24 AM, Bruce Dawson <[email protected]>
wrote:

>  What effect are you trying to achieve? What was the advantage of having
> a separate rate for split packets?
>
>
>
> Historically the separate rate was to avoid packet loss but we increased
> the size of the UDP buffers on Windows to better resolve that problem.
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Mohammed
> Khalik
> *Sent:* Thursday, July 10, 2014 7:04 AM
> *To:* [email protected]
> *Subject:* [Csgo_servers] net_splitpacket_maxrate
>
>
>
> net_splitpacket_maxrate 128000
>
>
>
> Has anyone found a alternative cvar, or a workaround to achieve the same
> effect?
>
>
>
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>



-- 
-Winnie the Pooh
TimetoKill.net
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