Pros:
Less/no choke(at 32v32 64 tick)
Cons:
Ridiculous bandwidth usage(near 5MB/s at 32v32 64 tick)
The con can be mitigated using sv_force_transmit_players 0
Why valve felt the need for this command(force transmit) is beyond me,
it raises CPU and bandwidth usage, and is the opposite of how all other
source games function. Setting to 0 lowers overall CPU/bandwidth usage.
On 8/11/2014 4:08 PM, Ejziponken - wrote:
Well yeah I got that. But whats the pros and cons? :P
------------------------------------------------------------------------
Date: Mon, 11 Aug 2014 15:57:05 -0400
From: [email protected]
To: [email protected]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate
- Number of fragments for a splitpacket that can be sent per frame
On 8/11/2014 3:56 PM, Ejziponken - wrote:
what exactly is that? :)
------------------------------------------------------------------------
Date: Mon, 11 Aug 2014 15:55:30 -0400
From: [email protected] <mailto:[email protected]>
To: [email protected]
<mailto:[email protected]>
Subject: Re: [Csgo_servers] net_splitpacket_maxrate
net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now
when net_splitpacket_maxrate is removed?
Any workaround? I had it set to 100000 before but now people
have choke again.
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