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?
>>
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>>
>>
>
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