Thanks! The more you know. Would re-exposing the variable and setting the default value or minimum value to 80000 be an options instead of blocking it altogether? Or do the changes made render the affects of that variable useless altogether?
What does the change mean for Linux servers? Did they not suffer from the problem in the first place or? Thanks again. We appreciate all the information we can get. On Thu, Jul 10, 2014 at 9:54 AM, Bruce Dawson <[email protected]> wrote: > I agree that the old default value of 15,000 was very low. Setting it to > 128,000 would allow split packets to be transmitted much faster. > > > > However when net_splitpacket_maxrate was removed we switched to using the > global data rate, which defaults to 80,000. So, if you were previously > setting net_splitpacket_maxrate to 128,000 there should not be a dramatic > difference now. > > > > The better we understand your current symptoms the better we will be able > to understand the underlying issue and how best to address it. The change > fixed some real packet loss problems for Windows servers so simply undoing > the change is not a good option. > > > > BTW, the lack of mention of this change in the release notes was merely > because we make too many small changes to list them all and this was > assumed to be a small change. > > > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Winnie the > Pooh > *Sent:* Thursday, July 10, 2014 9:32 AM > *To:* [email protected] > *Subject:* Re: [Csgo_servers] net_splitpacket_maxrate > > > > 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 > > _______________________________________________ > 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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