We used to, but haven't for several months now.

On Sat, Jan 5, 2013 at 1:32 PM, ics <[email protected]> wrote:

> 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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