Have you experimented with increasing net_splitrate since the change?

~~~~~
"Their heads are green, and their hands are blue,
      And they went to sea in a Sieve." - Edward Lear


On Thu, Jul 10, 2014 at 8:27 PM, Winnie the Pooh <[email protected]>
wrote:

> Bruce,
>
> For me at least, I could see the choke and loss values in the in net_graph
> on a live server drop as well as the the spikes on the bottom of net_graph
> 5 go away when the value was increased. Of course, over all smoothness of
> the server was noticed as well - movement and shooting seem less "choppy".
> At the default rate it almost feels like friction is added your movement
> slightly every few seconds. I'm not sure if that the kind of description of
> symptoms you're looking for, lol. Maybe someone else can describe it better.
>
> I'm not sure about now, but before this update if you had a live server
> filled 24+ and changed the values while playing and looking at the
> net_graph you couldn't miss the change.
>
>
> On Thu, Jul 10, 2014 at 11:59 AM, Ejziponken - <[email protected]> wrote:
>
>> 32 players 128tickrate  = choke for all players
>>
>> And what about the other huger problems all servers have?
>>
>> I think there is still some issues with the servers and "sessions".
>>  Sometimes new players cant join a server until the server becomes empty or
>> restarted.
>> So lets say a server has 20/24 players. Nobody can join and at some point
>> those  20 players will stop playing so the server will get empty and then
>> new players can start joining again.
>>
>> And I think players trying to join get "could not find matching gametype"
>> in the console. Or "session is full"
>>
>> Its really hard to catch this bug tho but I can see our servers being
>> full and 30 min later empty.
>> I can see it several times a day and I've talked with another server
>> owner saying the same thing.
>>
>> ------------------------------
>> From: [email protected]
>> To: [email protected]
>> Date: Thu, 10 Jul 2014 18:08:39 +0000
>> Subject: Re: [Csgo_servers] net_splitpacket_maxrate
>>
>>
>>  Good to know. We’ll see what we can do.
>>
>>
>>
>> The change to reduce packet loss was to increase buffering on our network
>> sockets. This only affected Windows because the buffers on Linux defaulted
>> to a reasonable size.
>>
>>
>>
>> Can you explain more precisely what you mean by ‘choke’? What are the
>> symptoms and when do they happen? Thanks.
>>
>>
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Ejziponken -
>> *Sent:* Thursday, July 10, 2014 10:28 AM
>> *To:* [email protected]
>> *Subject:* Re: [Csgo_servers] net_splitpacket_maxrate
>>
>>
>>
>> On linux I had to set it higher than 80k to get rid of the choke.
>>
>>
>>
>>
>>  ------------------------------
>>
>> Date: Thu, 10 Jul 2014 10:02:05 -0700
>> From: [email protected]
>> To: [email protected]
>> Subject: Re: [Csgo_servers] net_splitpacket_maxrate
>>
>> 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?
>>
>>
>>
>>
>>
>>
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>>
>>
>>
>>
>> --
>> -Winnie the Pooh
>>
>> TimetoKill.net
>>
>>
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>>
>>
>>
>> --
>> -Winnie the Pooh
>>
>> TimetoKill.net
>>
>>
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>
>
> --
> -Winnie the Pooh
> TimetoKill.net
>
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