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.
>
>
>
>
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