Thanks Jesse, and many thanks also to Bruce, this is the most open dialogue I've seen while lurking this mailing list.
The picture Jesse linked to is a perfect example of what I'd typically see in net_graph under high load (lots of players/action etc), even though the hardware (CPU, RAM, network) load of the server is normal the clients still receive high choke. On Fri, Jul 11, 2014 at 11:25 AM, Jesse Molina <[email protected]> wrote: > > 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. > > > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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