On 7/10/14, 14:36, Jason Lee wrote:

Like was mentioned earlier, many of us don't understand how or why, just that this was the golden solution for high load/traffic servers.


Understanding the history of net_splitpacket_maxrate is important:

http://comments.gmane.org/gmane.games.fps.halflife.server/26272

Tony Paloma's post pretty much guaranteed that most administrators would be playing with this feature. But unlike many of the other "turbo button" type network configuration parameters, this one made a demonstrably positive difference in game performance under common conditions.

The effect of this command on a 32-player TF2 server could be dramatically positive. Without it, the server would artificially choke back traffic to the detriment of the player experience while the network and CPU resources inexplicably sat idle. Any scenario where a large amount of data was being sent to clients could trigger this artificial limit.

http://www.sourceop.com/randomimages/net_splitpacket_maxrate/from_default_to_high.jpg

The new default is great, but this is one change that would have been good to communicate given it's high usage in the non-Valve server hosting community.

Bruce, thank you very much for communicating with us regarding this issue.



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