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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