Yes, but I only tested a few values when I did. Looking at net_showsplits 1 it did seem to show a change but didn't seem to be noticeable in gameplay. Personally, I have yet to experiment more with it.
net_splitrate was there along with net_splitrate_maxrate before as well. "net_splitpacket_maxrate" - Max bytes per second when queueing splitpacket > chunks > "net_splitrate" - Number of fragments for a splitpacket that can be sent > per frame On Thu, Jul 10, 2014 at 12:31 PM, Asher Baker <[email protected]> wrote: > 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? >>> >>> >>> >>> >>> >>> >>> _______________________________________________ >>> 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 >>> >>> >>> _______________________________________________ Csgo_servers mailing >>> list [email protected] >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> >>> _______________________________________________ Csgo_servers mailing >>> list [email protected] >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> >>> _______________________________________________ >>> 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 >> > > > _______________________________________________ > 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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