-- [ Picked text/plain from multipart/alternative ] 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. > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

