Yes, those 2 server variables are a part of the beta prerelease right now. You can learn how to grab that update from the link below.
https://developer.valvesoftware.com/wiki/SteamCMD On Wed, May 15, 2013 at 12:55 PM, DragonLight <ad...@ponyfortress2.com>wrote: > Is there an ETA when the two new SV commands will be available? I have no > problems with the extra bandwidth to verify if it does help or not. > > Also I know some people use: > > sv_parallel_sendsnapshot 0 > sv_parallel_packentities 0 > > Would those have anything to do with causing the new issues? We've used > them forever, and it is a snapshot issue. Just trying to put 2 and 2 > together. > > -DL > > Quoting Fletcher Dunn <fletch...@valvesoftware.com>: > > No need to send any netspike files. We have enough good data and further >> netspike files or vprof files are not likely to help right now. It anybody >> wants to send in more windows traces, however, feel free to do so. >> >> For some reason the servers are spending huge amounts of time in >> compression code. The data from the traces and vprof is very consistent. >> Specifically, compressing string tables and fragments can sometimes take a >> very large amount of time. The LZSS compression code has not changed in >> ages. The contents of the string tables, as far as I can tell, did not >> change significantly in the SteamPipe update. I am still at a loss to >> explain what changed in the SteamPipe update. >> >> There are also occasionally mini-spikes when a player spawns, but I don't >> think that's new. >> >> I have a new "prerelease" beta that adds two convars that can be used to >> totally disable compression: >> >> sv_compressfragments - defaults ON (existing behavior to try to compress >> all fragments by default) >> sv_**compressstringtablebaselines - default OFF (new beahvior to turn >> off compression by default) >> >> You can switch these at any time, but sv_compressfragments is "sticky" >> --- it takes effect on a per-client basis, at the time when a client >> connects. >> >> You might try turning both of those off and see how performance changes >> or if any problems occur. Of course, this will increase bandwidth. But it >> would help to confirm that this is indeed the problem. >> >> If anybody wants to do their own data gathering to see where the time is >> going, without the data gathering itself causing spikes that might not have >> otherwise occurred, I'd recommend the following netspike / vprof settings: >> >> vprof_on >> vprof_dump_spikes 20 >> sv_netspike 0 >> sv_netspike_sendtime_ms 2 >> sv_netspike_output 2 >> >> From: >> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>[mailto: >> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>] >> On Behalf Of Essay Tew Phaun >> Sent: Wednesday, May 15, 2013 12:15 AM >> To: Half-Life dedicated Win32 server mailing list >> Subject: Re: [hlds] Who do we send netspike.txt log too? >> >> fletch...@valvesoftware.com<**mailto:fletcherd@**valvesoftware.com<fletch...@valvesoftware.com>> >> I'm not sure if they're still wanting logs or not. I think they've kind of >> found where the problem is. I don't know what it would hurt though. >> >> >> On Wed, May 15, 2013 at 1:59 AM, DragonLight <ad...@ponyfortress2.com<** >> mailto:ad...@ponyfortress2.com**>> wrote: >> Been catching the spikes with the new commands, should we email them to >> someone? >> >> ______________________________**_________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> >> >> >> > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds> >
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