Hey,

I've been running the pre-release for a few hours and it definitely seems better although I am noticing the very slightest spikes every so often, maybe this is either a fix and it's just me or this new method lowers the CPU usage to the point where the spikes are hardly noticeably affecting gameplay anymore.

Do not know specifically, but from watching the numbers seems about 1.5x more 
going out then normal. Really other then a little bit more bandwidth it was 
hardly noticeable. Thats a real rough guess from sitting in a 32 player server 
and watching what I was receiving from the server.

Some low bandwidth folks had a hard time playing though, but there was very few 
of them. Most of our players have high bandwidth connections though so wasn't 
noticeable.

CPU usage was lower, was kind of nice actually :) Should make that a normal 
option in Source games to let owners decided to compress snapshots or not to 
save CPU cycles at the expense of a little more bandwidth.

Quoting Jeff Sugar <jeffsu...@gmail.com>:

Out of curiosity, how much more is it?

I know we can handle it, since the server's been running fine with no
complaints, but I'm away from the PC, so I thought one of you had done a
comparison of the bandwith reqs.
On May 15, 2013 4:51 PM, "DragonLight" <ad...@ponyfortress2.com> wrote:

Thats great news, our servers have been running great still. Hopefully
we'll see a mandatory patch for all source games that fixes the issue soon.

Anyone else out there who is running TF2 I would recommend getting the
prerelease and putting the new cvars in your server.cfg for now until a
patch is released to officially fix it. Just make sure your bandwidth can
cope with uncompressed snapshots.


steamcmd.exe +login "anonymous" +force_install_dir "C:\yourserver\server1"
"+app_update 232250 -beta prerelease" validate quit

sv_compressfragments 0
sv_**compressstringtablebaselines 0


Quoting D Bauhmz <sc2p...@gmail.com>:

DragonLight the the commands worked for us as well. Hopefully while
they're
pursuing these issues they'll fix up the player join thing too. Maybe
we'll
wind up coming out better off than we were before the issue! :)

*crosses fingers*


On Wed, May 15, 2013 at 5:59 PM, scott biszmaier <sc...@aol.jp> wrote:

perfect! thanks for the prompt reply, got it working and the commands
are working fine now... will report shortly with results!


------------------------------
scott biszmaier


-----Original Message-----
From: DragonLight <ad...@ponyfortress2.com>
To: Half-Life dedicated Win32 server mailing list <
hlds@list.valvesoftware.com>
Sent: Wed, May 15, 2013 2:47 pm
Subject: Re: [hlds] Who do we send netspike.txt log too?

Had the exact same problem, had to add the quotes to get it to work.
Example:

steamcmd.exe +login "anonymous" +force_install_dir
"C:\yourserver\server1" "+app_update 232250 -beta prerelease" validate
quit

Notice the quotes between app_update and prerelease section, thats
what I was missing. It should only download like 1 or 2 small files,
start it up and try the commands again.

-DragonLight

Quoting scott biszmaier <sc...@aol.jp>:

so i've updated my server to the pre-release version and i'm getting
this
when i try to test the new commands;

Unknown command "sv_compressfragments"
Unknown command "sv_**compressstringtablebaselines"

  i get this when i run the version command;

Protocol version 24
Exe version 1756932 (tf)
Exe build: 10:36:54 May 14 2013 (5287) (440)
which is the pre-release version according to  Peter
this in the command line i used to update the tf2 server;

steamcmd.exe +login anonymous +force_install_dir
c:\games\tf2\test\SRCDS\**orangebox +app_update 232250 -beta
prerelease +quit
suggestions?




scott biszmaier





-----Original Message-----
From: Peter Jerde <peter-h...@jerde.net>
To: Half-Life dedicated Win32 server mailing list
<hlds@list.valvesoftware.com>
Sent: Wed, May 15, 2013 11:26 am
Subject: Re: [hlds] Who do we send netspike.txt log too?


Are you sure you actually updated it?

"cvarlist comp" should show you the two variables if you have the
prerelease
version.

Use the version command to make sure you're actually running the
prerelease
version. My Windows test server shows this on the pre-release version:

          Protocol version 24
          Exe version 1756932 (tf)
          Exe build: 10:36:54 May 14 2013 (5287) (440)
whereas my production servers show:

          Protocol version 24
          Exe version 1756932 (tf)
          Exe build: 12:02:13 May  7 2013 (5287) (440)


If you used the all-on-one-line method of invoking steamcmd, maybe you
didn't
quote the beta flag properly?

The command line I used was:

steamcmd +login anonymous "+force_install_dir c:\path" "+app_update
232250
-beta prerelease" +quit

  - Peter

On May 15, 2013, at 13:12 PM, DragonLight <ad...@ponyfortress2.com>
wrote:
Updated one of my servers to the prerelease beta version but its not
recognizing the new sv_ commands.
Quoting Fletcher Dunn <fletch...@valvesoftware.com>:

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<hlds-boun...@list.valvesoftware.com>
[mailto:hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com><
hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
?>]
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
<fletch...@valvesoftware.com<**mailto:fletcherd@**valvesoftware.com<fletch...@valvesoftware.com><
fletch...@valvesoftware.com?>**>>
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<hlds-boun...@list.valvesoftware.com>
<mailto:hlds-**boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com><
hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
?>>
[mailto:hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
<mailto:hlds-**boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com><
hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
%3Cmailto:**hlds-bounces@list.**valvesoftware.com<3cmailto%3ahlds-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><
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 <
ad...@ponyfortress2.com?>>>
wrote:
Been catching the spikes with the new commands, should we email them
to
someone?
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