Up until recently (As of the Halloween/Mecha update, not entirely sure
which) We've had some performance issues with our servers but it has become
very troublesome to pin down. We've literally tried about everything there
is to try. We've reduced our max player counts down to 24 players. This
solved the No Edict crashes, however we're still having performance issues
on the servers. Mainly what is happening is that as clients are turning the
corner and viewing a new "scene" with enemies, we're getting a very large
gap in the network graph. I will post a couple of these below:

*One player*

http://i.imgur.com/Zk4oA.png
http://i.imgur.com/KjQx6.png

*Another*
*
*
http://i.imgur.com/iGBGi.jpg

The issue is very similar to the videos posted on youtube here:

http://www.youtube.com/watch?v=ArWe_ODu2-Y
http://www.youtube.com/watch?v=GgWldsyWNIQ
http://www.youtube.com/watch?v=OdZBeOD2eTI

We've investigated the network, the general system performance (CPU,
Memory, I/O). Everything is checking out fine with these. We've tried a few
various things within the server.cfgs other than the defaults and they have
not changed anything. In the network graphs, we have no loss, we have no
choke, or very little, which is about normal with a lot going on. var seems
to stay pretty low, 0.50-2.00.

System:
CentOS 6.2 (2.6.32-279.1.1.el6.x86_64)
e3-1230 3.2ghz
8GB RAM
100mbit port

We run 5 servers total, each 24 slots.
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