I don't think it's entities that cause that, especially not in Badwater.
Most entity heavy map that i know made by Valve is Thundermountain and
it isn't even near the engine limits, even with the dynamic ones created
on the fly.
I'm pretty sure the issue is hardware related. It would be interesting
to see the server cpu usage at that time. Like with htop or with regular
top with 0.5 second update interval. Also might be a disk failing or
scheduler messed up. I've had issues where failing drive caused
lagspikes like that and also some linux scheduler was definitely not
good for running gameservers.
-ics
29.7.2012 20:22, Russell Smith kirjoitti:
The entity data seems normal for a payload map. The client
extrapolation seems odd as my understanding is that this would only
occur when the client fails to receive updates from the server. But
the net graph seems to indicate the server is still sending out tic
updates since there are no gaps in the data payloads on the graph.
Perhaps the issue is the server thread receiving game state updates
from the clients is locked up. Or maybe I'm reading the net graph
incorrectly.
On 7/28/2012 12:34 AM, DontWannaName! wrote:
I see this too. I think it has something to do with entities because
of the red spike in net graph but I'm not sure.
Sent from my iPhone 4
http://i.imgur.com/Cox6Q.jpg
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