I just updated mine, and both commands are showing up fine. Try doing a
validate on the server you updated to make sure it didn't miss anything

Also, I'm not sure how many other people are trying out this prerelease,
but if I find anything out from my regulars before others get some idea
whether this works/helps or not, I'll definitely contribute the info.

On Wed, May 15, 2013 at 11:12 AM, DragonLight <[email protected]>wrote:

> Updated one of my servers to the prerelease beta version but its not
> recognizing the new sv_ commands.
>
> Quoting Fletcher Dunn <[email protected]>:
>
>  These are temporary measures to help diagnose and workaround the problem.
>>
>> Once we confirm that this is the issue, we'll switch to Snappy or some
>> other fast compression library.  Our own hand-rolled LZSS compressor is
>> known to be slow.
>>
>> From: 
>> hlds-bounces@list.**valvesoftware.com<[email protected]>[mailto:
>> hlds-bounces@list.**valvesoftware.com<[email protected]>]
>> On Behalf Of D Bauhmz
>> Sent: Wednesday, May 15, 2013 9:51 AM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Who do we send netspike.txt log too?
>>
>> I forgot to ask you Fletcher.
>>
>> Will sv_compressfragments and sv_**compressstringtablebaselines serve as
>> a permanent fix for this issue or is there more optimizations and a
>> different fix for this on the way? Are player spawns causing a spike (Which
>> I've always thought was normal, heh) something that is planned to be
>> fixed/optimized as well?
>>
>> Thanks
>>
>> On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn <
>> [email protected]<**mailto:fletcherd@**valvesoftware.com<[email protected]>>>
>> wrote:
>> 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<[email protected]>
>> <mailto:hlds-**[email protected]<[email protected]>
>> **> 
>> [mailto:hlds-bounces@list.**valvesoftware.com<[email protected]>
>> <mailto:hlds-**[email protected]<[email protected]>
>> **>] 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?
>>
>> [email protected]<**mailto:fletcherd@**valvesoftware.com<[email protected]>>
>> 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 <[email protected]<**
>> mailto:[email protected]**>> wrote:
>> Been catching the spikes with the new commands, should we email them to
>> someone?
>>
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>>
>>
>
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