Whisper wrote:

But you can run rcon stats pretty fast, but in any case as the rcon stats
line you have posted here illustrates the problem.


Fast but unreliable. The method for generating this information also may
not be compatible with this kind of action. (How do you judge how many
frames are going per second if your being asked more frequently than
every frame? Should that say INF?

The CPU is just above average, but not abnormally high and not what you
would expect to see if your server fps crashes.


So the SRCDS process itself isn't using the time, or so it claims.

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.


It should help yes, and good deduction :)

I'll give it a try.


Also might want to try dropping back to default tickrate to reduce the
effects of the lag.

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.


No worries, totally understandable, but in terms of the server it's
procesing concern wiht maps is geometry, which is not significantly
changing in complexity. The server doesn't do HDR :)

Also the lag lasts a lot longer than the resolution of most of the
monitoring tools we use, i.e. Several Seconds.


The client side effect lasts that long, but that's got little to do wiht
the server side effects. Have you observed the client effects of the
slow data with cl_interpolate 0, cl_smooth 0?

Its still annoying as hell, for obvious reasons



yup, I feel sorry for many providers that are getting it in the neck on
this one.


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