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.




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