If you started seeing spikes recently, after the xmas update, there's
that spam in the console that makes my own game lag like hell when it
happens. Screen even jams occasionally.
Before that, i saw mostly players going fast forward with leaping place
to another when issues like this occurs. It's just some players, just as
some packets would be "lost" (or not given to you) at that time and only
part of his actual movement is shown (like packet 3, 35 64 and not
3,12,23,35,43,51,64,76,89 etc). As i recall, this started long ago, at
the time that valve optimized the code and bandwidth usage for servers
dropped at the same time.
Also one other thing happened at that t ime, which is that now the game
draws only players that are around the next corner and not the ones at
next corner and after the next one. This of course can be coped with
some optimization on maps but this is now default setting. If you want
to experience this as a test, go in map harvest and if you spec a sniper
that is in the roof but is not peaking over the rooftop to middle. You
cannot see the enemies that are in area on front of the rooftop.
However, as soon as he peaks over, the enemies magically appear for
your screen, which means you see the same thing as he does. Only he
cannot see what you see from above his head, sooner than he. So if you
see the enemies and he is peeking over and then goes down crouching,
those enemies will disappear.
Before Valve did the optimization over a year ago, as a 3rd person, you
could see all that is happening on the battlefield while spectating a
person. Now, this effect happens. In some rare and not so rare cases, it
can lead to sudden lag as your hardware tries to catch up on whats going
on at the screen. Naturally this part has nothing to do with servers
themselves, it's just ingame thing on players. That recent dynamic model
loading might have done this even more visible but i think they are
loading the models that should be coming up in advance but i have no way
of knowing how advanced that system is at guessing what comes next.
But also one question, do you force your servers to run on specific cpu
core? I've also seen that causing similiar lag effect.
-ics
5.1.2013 19:53, Jake Forrester kirjoitti:
I have the exact same issue. When turning the corner, getting team
changed, or just running into a bunch of other players, I get huge
spikes in my graph (with gaps). It's gotten so bad that it can become
impossible to aim during large enemy encounters, so I've just given up
on TF2 for the time being. I guess on to DOTA? Kind of sucks being in
charge of a server that you can't even play on.
On 1/5/2013 11:49 AM, Essay Tew Phaun wrote:
I know this isn't exactly scientific but we weren't having these reports of
lag before. Of course, you're always going to have a few people complaining
about lag and blaming their performance on it, but recently, probably as of
the big update (Halloween or Mecha, not sure which) We've seen a humongous
rise in the complaints about lag. Whether that's the cause of the server or
client, I guess that remains to be seen, but we're having a lot of
complaints and have done everything we can on our end to try and address it
including moving down to 24 player servers which we did *NOT *want to do.
The problem is still there. An hour or so ago I loaded up a completely
vanilla server with no MM:SM, the same issue appears.
We get the gaps and spikes in the net_graph a lot. I get HUGE gaps when
going in to a new area of a map a lot of the time. Here's a screenshot from
just now when I tested.
http://i.imgur.com/4V1TZ.jpg
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