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On 12/8/05, James Tucker <[EMAIL PROTECTED]> wrote:
>
> 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?


Because I can spam rcon stats and get different results each and everytime,
so you have to assume that its at least attempting to provide accurate
statistics.

>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 :)


This seems to have helped, now our servers will just look like they have
crap shot registration, but at least you will be able to move around the
map. :)

>I'll give it a try.
> >
> >
> Also might want to try dropping back to default tickrate to reduce the
> effects of the lag.


Playing on 33 tickrate makes me want to gouge my eyes out after getting used
to 66 tickrate

>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 :)


It was worth a shot

>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?


I cannot be sure, but everybody on the server was copping it.

>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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