Thanks for the feedback. I now understand what happened:
* When net_splitpacket_maxrate was removed there was a fear that this rate was now stuck at its old default of 15,000. It is not, it is currently stuck at 80,000 * Also, the new rate of 80,000 is a bit lower than the 128,000 that some server operators would set it to. It sounds like the new behavior (despite being slightly lower than the old peak) is okay and we'll be careful about propagating the change to other games. Let me know if my assumptions are wrong. From: [email protected]<mailto:[email protected]> [mailto:[email protected]] On Behalf Of Kevin Sent: Thursday, July 10, 2014 8:09 PM To: [email protected]<mailto:[email protected]> Subject: Re: [Csgo_servers] net_splitpacket_maxrate The current default is perfectly acceptable, and net_splitpacket_maxrate is no longer needed in 99% of cases for CS:GO. We use it for TF2 and CS:S, and have been for years. While it is fine for CS:GO, I hope it doesn't get trickled down in its current state to CS:S without more testing. On 7/10/2014 10:11 PM, Jason Lee wrote: 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]<mailto:[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]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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