If you have a quad core machine, and hlds/srcds is single threaded (which I
believe it is), then you're just about reaching your 25% maximum CPU usage
(100% of one core) for that server.

- Andrew

-----Original Message-----
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Danny Heinrichs
Sent: Friday, 3 April 2009 1:55 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] net_splitpacket_maxrate

We, too, have tried this on our 32 but are still experiencing choke around
the 50's, sometimes more. We have tweaked all the settings we can think of,
including raising net_splitpacket_maxrate but still the problem prevails.
The cpu usage is normal around 20%.

Help?

On Thu, Apr 2, 2009 at 6:05 PM, Mike O'Laughlen <molaugh...@gmail.com>wrote:

> I'm resurrecting this email in the case that folks are still experiencing
> lag/choke on servers (like me).  I'm hoping that Valve will continue
> improving the player experience regarding (what I assume to be
> mis-configured) servers due to the semi-recent update at the end of
> January.
>
> I've tried the various settings if/when I have control over them from the
> following article, but they have no affect:
>
> http://developer.valvesoftware.com/wiki/TF2_Network_Graph
>
> Since the patch I've avoided sniping for the most part, but now that I
know
> the next class update involves the sniper...
>
> Here's Tony's post regarding choke/net_splitpacket_maxrate:
>
> I was experimenting with net_splitpacket_maxrate and it seems it has a
> definite
> > noticeable effect. Assuming your server's CPU can handle the extra load
> > required by splitting an extra amount of large packets and compressing
> this,
> > I would recommend setting this to the same as your sv_maxrate (unless
> your
> > maxrate is zero, in which case you should set it to a real high value).
>
>
>
> Look at these pictures:
>
> http://www.sourceop.com/<
> http://www.sourceop.com/randomimages/net_splitpacket_maxrate/>
> > randomimages/net_splitpacket_<
> http://www.sourceop.com/randomimages/net_splitpacket_maxrate/>
> > maxrate/ <http://www.sourceop.com/randomimages/net_splitpacket_maxrate/>
>
> <http://www.sourceop.com/randomimages/net_splitpacket_maxrate/>
>
> <http://www.sourceop.com/randomimages/net_splitpacket_maxrate/>Because of
> > the constant stream of large amounts of incoming data, every packet in
> the
> > screenshots is part of a fragmented set. The CVar limits the rate of
> these
> > packets specifically and defaults to only 15000. This is a problem
> because
> > when there is large amounts of action, it is common for update packets
to
> be
> > split because of their large size. If most of the update packets need to
> be
> > split, your rate will suddenly be dropped to around 15,000.
>
>
>
> I see no drawback to increasing the value of this CVar other than
> > the increased CPU load your server might get since it will be splitting
> > and compressing more outgoing packets.
>
>
>
> Hope this helps,
>
>
>
> Tony
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