--
[ Picked text/plain from multipart/alternative ]
sv_minupdaterate "0" didn't help

here's another log of "rcon stats" taken in 2 second intervals after round
start on a map called surf_bigramp_v2b with 23 players:
http://www.mahalos.net/surf_bigramp_v2b.txt

what's strange is that the CPU usage increases when the FPS jumps from 10 to
32

On 12/7/05, Whisper <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Of course we are
>
> But you can run rcon stats pretty fast, but in any case as the rcon stats
> line you have posted here illustrates the problem.
>
> The CPU is just above average, but not abnormally high and not what you
> would expect to see if your server fps crashes.
>
> Oh well, looks like we are all in the same boat and have to wait for Valve
> to come out with a fix.
>
> Hmmm, and if I read your notes correctly then the sort term fix is to set
> the sv_minupdaterate back to default i.e. 0.
>
> I'll give it a try.
>
> I threw the map thing in as I thought it might have something to do with
> de_nuke or the running of de_nuke on the same box causing the all SRCDS
> processes across the server to lag, without actually showing anything in
> CPU
> stats.
>
> Also the lag lasts a lot longer than the resolution of most of the
> monitoring tools we use, i.e. Several Seconds.
>
> Its still annoying as hell, for obvious reasons
>
> Thanks.
>
>
>
> On 12/8/05, James Tucker <[EMAIL PROTECTED]> wrote:
> >
> > 57.36   40667.01        105291.80       118     3       2.04    20
> >
> > Ouch, I've not seen a <10 reading there before.
> >
> > You have got your kernel timer resolution setup properly?
> > (Running windows media player / flash / boot.ini switch / one of the
> > windows "pingbooster" tools?)
> >
> >
> >
> > Yup wrote:
> >
> > >--
> > >[ Picked text/plain from multipart/alternative ]
> > >i have been dealing with this same issue since September or October;
> low
> > FPS
> > >even though CPU usage is low. it's the worst at round start when more
> > than
> > >20 players are playing, but after a few players die the FPS climbs back
> > to
> > >normal.
> > >
> > >machine specs: dual Xeon 2.8GHz, 2GB RAM, Windows 2000
> > >
> > >SRCDS specs: CS: Source, 24 players, 66 tickrate, set at "AboveNormal"
> > >
> > >server.cfg: sv_maxrate "20000", sv_minrate "2000", sv_maxupdaterate
> "66",
> > >sv_minupdaterate "10", fps_max "300"
> > >
> > >- occurs on all maps, but it's worse on surf maps and custom maps with
> a
> > lot
> > >of objects (like breakable glass)
> > >- according to rcon stats, CPU load is about 12% with 1.5GB of free RAM
> > at
> > >round start when the FPS is at 10
> > >- Hyper Threading is OFF
> > >- 100 Mbps up/down link
> > >- same problem running at 33 tickrate
> > >- setting SRCDS to "High" doesn't help
> > >- same problem without any plugins running
> > >- banned_user.cfg is 0 KB in size
> > >
> > >here's a log of "rcon stats" taken over a period of about 25 seconds
> > after
> > >round start while playing a map called breakfloor with 20 players:
> > >http://www.mahalos.net/breakfloor.txt
> > >
> > >On 12/7/05, Whisper <[EMAIL PROTECTED]> wrote:
> > >
> > >
> > >>--
> > >>[ Picked text/plain from multipart/alternative ]
> > >>This is probably going to sound crazy, but it appears some of you have
> > >>probably experienced this already.
> > >>
> > >>It is the type of lag that is typically associated with an overloaded
> > CPU,
> > >>where a player keeps getting dragged backwards.
> > >>
> > >>The net_graph 3 on the clients shows that there is little choke,
> meaning
> > >>low
> > >>single digits at worse, no loss, and the IN/OUT KB/s is reasonably
> > normal,
> > >>only the IN Updates per second drop from the normally steady 66
> Updates
> > >>per
> > >>second (It is a 66 tickrate server) down to 50 or 40 odd per second,
> but
> > >>still nothing that usually is as normal indication of overloaded box.
> > >>
> > >>The Windows server CPU stats does not show a huge CPU spike at or
> around
> > >>the
> > >>same time.
> > >>
> > >>Moreover, an rcon stats of the box at the time the lag is occuring,
> > shows
> > >>the CPU utilisation of around 50%- 60%, not the usual 85%-95% which is
> > >>what
> > >>you normally see when this type of lag hits a server when its
> > overloaded.
> > >>
> > >>The only odd thing is that the server fps as stated by the rcon stats
> > >>command at the time the lag occurs has the server only running at
> around
> > >>10fps.
> > >>
> > >>Obviously 10fps is bad, but none of the other usual suspects that
> > normally
> > >>indicate an overloaded box show up as being outside normal parameters.
> > >>
> > >>Also 10fps usually doesn't cause the drag back type of lag, which is
> as
> > >>most
> > >>of you familiar with running SRCDS is a pretty fair indication of an
> > >>overloaded CPU, which would be fine, except other than the fps
> dropping
> > >>like
> > >>a rock, no other measurements or benchmarks you would normally use,
> > >>indicate
> > >>there is in fact a problem.
> > >>
> > >>How many of you are getting this sort of lag?
> > >>
> > >>What map(s) are you running at the time it occurs?
> > >>
> > >>Some body mentioned on the STEAM Forums that it only takes 70% CPU as
> > >>measured by Windows for the 10fps bug to occur.
> > >>
> > >>BTW, at this moment we are running zero plugins for obvious reasons.
> > >>
> > >>Thanks
> > >>--
> > >>
> > >>_______________________________________________
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> > >>please visit:
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> > >>
> > >>
> > >>
> > >--
> > >
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> > please visit:
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> > >
> > >
> > >
> >
> >
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