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. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

