--
[ Picked text/plain from multipart/alternative ]
Good info Yup

Very strange


On 12/8/05, Yup <[EMAIL PROTECTED]> wrote:
>
> --
> [ 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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> > > please visit:
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