Sounds unlikely....At least I've never observed that on any client
computer, and I've seen a few in my time :)

You known that the figures your a looking for, are on the right hand
side (xx.x/s) ? (The left hand side is packet size)

net_maxfragments has nothing to do with it - The updates/s that are
counted by netgraph,are game updates/s not packet/s - So if a game
updates spans 100 packets, it still only counts as 1 update.

I wouldnt mock about with net_maxfragments too much. Although small
packets usually are favorites to traverse internet routers faster than
big packets.
Most packets from the Source netcode are small as it is, and the added
overhead of fragmenting packets is hardly worth it.
You only really want to change it if you are on a segmet where you
cannot send 1500 bytes packets, without some device having to fragment
them, in that case it would be prudent to set it (GRE tunnel etc).

In from left to right:
- Size of last update (received)
- Avg. bw used/s for last 30/s (not sure about the 30, but I seem to
recall something about 30 from the SDK)
- Avg game updates/s for last 30/s

Out from left to right:
- Size of last update (sent)
- Avg. bw used/s for last 30/s
- Avg game updates/s for last 30/s

/Jesper


SxRxRnR wrote:

Whisper,
I know for a fact that the cl_updaterate and  cl_cmdrate to not directly
correlate to the same values in the netgraph.  I can have both values on
default of 20 and 30 on my client and still get 70-100 for the in and out
values in the netgraph.  You can try changing net_maxfragments to see if
that changes anything (def. Max fragment bytes per packet).  Try setting
that to different values to see if anything changes.  Has anyone seen
higher
values?

SxRxRnR



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