With respect:

I do not believe that the statement below regarding the updates/packets per second is accurate. The defaults for TF2 are not 66 packets per second.

The netgraph shows that your client is expecting about 20 packets per second in, and it's getting 17.1 -- this is normal. It also says that you are supposed to be sending 30 packets per second, and you are sending 30.8 -- this is normal.

The netgraph picture looks pretty normal/healthy to me. Those strange spikes are spikes of activity/events, which is normal and healthy. You will see those during certain events, like players dying, spawning, things exploding etc. The upper graph area shows activity and the basic size of the event data that you are getting. The most common "bad" thing you might see in the upper graph area is gaps, which would be reflected by choke or loss in the upper of the two lower green lines. The more activity and data received by your client, the larger the upper graph area will be. Your graph seems to indicate that there wasn't much going on in the local area.

If you had a duplex problem you would be seeing loss towards either the client or server. It would probably be noticeable. It's not a bad idea to check though.

I've never had the problem myself, but I've read about others having a similar issue since the RDTSC_FREQUENCY test was introduced. Try what Ross said.



Additional blasphemous opinion sure to cause butthurt and sniveling:

If you are not a network engineer, don't blame the network. Us network engineers call this "Waaa the network" because people (sysadmins, managers, webmasters, DBAs) come to our desks at least once a week going "WAAAAAAAAAAA!!! THe network is broke!!!". 95% of the time, they end up proving that they don't even know how to do their own job, nevermind how to do mine.

People usually just blame the network because it's something they don't understand, thus feel like they have no control over it.

=)



Ronny Schedel wrote:
The server sends you 17 updates per second, it should send you 66.67.
Check with ethtool if the network interface is running in full duplex
mode. Hetzner isn't the best for gameserver hosting and they don't want
to be...



-----Ursprüngliche Nachricht----- From: Eric Riemers
Sent: Monday, August 08, 2011 8:40 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] stutter issue

So we have a issue:

http://cloud.steampowered.com/ugc/542901600410815005/7D354ED4780ADA53184FA3A

C9A2ADCCA6EF6F133/
As you can see the trails from the nades are dotted. This normally
should be
one straight line, everything is in slowmotion a bit.

I have no clue what to do and maybe one had it before.

It's a fresh install on a Hetzner box eq4 (core i7-920, 8gb ram, 2x hdd)
the
only thing running on is 1 tf2 server so its doing pretty much nothing.
Running debian 6, tried installing version 5 too, tried Ubuntu too and
tried
a 1000hz kernel (just for the fun of it) all the same issue, its either
slowmo or so slow it wont walk anymore at all.

Did traceroutes, used mtr and that seems just fine. Connectivity is fine,
get 10mb/s with ftp. With net_graph 5 I cant see any strange spikes in it.
Had some other people take a look at it and still not known. Also did a
clean install and a complete copy from a server that is working for Linux.
(including not using any mods/replay)

We have another eq4 same issue (this one is test) and we have a current eq4
which works just normal (also debian)

Here is the weird part, install windows on it and it works just fine! And
another weird one, install counter strike on it and that one works fine
too,
its *only* tf2 that is giving this issue.

Might be a big lap of text, but I am pretty clueless, any hints/tips and I
will follow them up, if you want to enjoy a slowmo action, you can try to
213.133.123.103:27015

Eric (lethal-zone.eu)


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