daniel nilsson jokihao wrote:> Sorry for duplicate answers, but:
>
> Choke is when the player can't receive all the packets that the
> server are sending.
Wrong.
Russell Smith wrote:
Choke itself is caused by the server holding back sending packets to a
player. This is due to the players
The original graphs look exactly like what happens when a client has
manually twiddled their rate settings and it doesn't match the server.
Or, the user has their rates manually set too low, ala this:
http://whisper.ausgamers.com/wiki/index.php/Bad_choke_solution
If you want to try it yourse
To which did you set it? for a number of different ones where posted.
>
> From: Peter Reinhold
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Tuesday, 7 August 2012, 22:06
>Subject: Re: [hlds_linux] Understanding choke / tweak
at would be the optimal values of both the convars (or
rather all the rate-related commands) be? I run sv_maxrate 10 on
both 24 and 32 slot.
From: invalidprotocolvers...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Tue, 7 Aug 2012 21:54:37 +0300
Subject: Re: [hlds_linux] Understanding
On 07.08.2012 19:15, Invalid Protocol wrote:
And net_splitrate and net_splitpacket_maxrate have nothing to do with
how
packets are created, their size etc...
If you know what they do, I am all ears. (And, i'm pretty sure plenty
of others are)
It would seem that there are quite a lot of mis
linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
Russell
Smith
Sent: Sunday, August 05, 2012 11:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
My understanding, and I could
ues of both the convars (or
rather all the rate-related commands) be? I run sv_maxrate 10 on
both 24 and 32 slot.
From: invalidprotocolvers...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Tue, 7 Aug 2012 21:54:37 +0300
Subject: Re: [hlds_linux] Understanding choke / tweaking for l
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: Sunday, August 05, 2012 11:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Understanding choke / tweaking for la
From: invalidprotocolvers...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Tue, 7 Aug 2012 21:54:37 +0300
Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
I'm not 100% sure, because I don't have the source code, but:
1. If the data that must be sent to a clien
Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
>
> I'm not 100% sure, because I don't have the source code, but:
>
> 1. If the data that must be sent to a client is smaller or equal than 1260
> bytes then is sent immediately in one packet.
> 2. If the d
ist.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Russell
Smith
Sent: Sunday, August 05, 2012 11:19 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
My understanding, and I could be wrong, is that these cvar
ent: Monday, August 06, 2012 3:22 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
I have:
sv_minrate 35000 // push the slackers up
sv_maxrate 7 // nobody needs more then that
sv_minupdaterate 33 // 1/2 of server tick,
On 06/08/2012 00:07, Essay Tew Phaun wrote:
I used a rate of 5000 back in my Quakeworld days which was at least 10+
years ago on dialup, lol.
Yeah, some of the shots you made back then are probably just about to
reach the server... :)
--
Dan
___
To
ug I'm not aware off, but that will no doubt be flagged here in
reply :)
>
> From: Russell Smith
>To: Half-Life dedicated Linux server mailing list
>
>Sent: Sunday, 5 August 2012, 22:06
>Subject: Re: [hlds_linux] Understanding choke
I used a rate of 5000 back in my Quakeworld days which was at least 10+
years ago on dialup, lol.
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On 05/08/2012 21:37, Peter Reinhold wrote:
On 05.08.2012 20:53, Russell Smith wrote:
As for the first it looks like you might not have your server
splitting larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdr
If you are ever wondering what a cvar does, type help cvar or the cvar
itself on server console without a value. This happens:
help net_splitpacket_maxrate
"net_splitpacket_maxrate" = "15000" min. 1000.00 max. 1048576.00
- Max bytes per second when queueing splitpacket chunks
net_split
minrate of 5000 is quite low, unless you're catering to dialup users. I
would try tweaking all of your min rates as well as the
splitpacket/splitrate cvars.
Choke itself is caused by the server holding back sending packets to a
player. This is due to the players rate being set too low to acc
On 05.08.2012 20:56, daniel nilsson jokihao wrote:
I think your value of
sv_mincmdrate
Is to high for some players...
I've run with default values (10) up til now.
How exactly does this value affect players? (I'm guessing its related
to either internet connection or CPU?)
Is there a char
On 05.08.2012 21:06, Russell Smith wrote:
I don't know what is recommended but I use:
sv_minrate 5
sv_maxrate 0
sv_minupdaterate 40
sv_maxupdaterate 66
sv_mincmdrate 40
sv_maxcmdrate 66
net_splitpacket_maxrate 10
net_splitrate 2
Thanks for that input, i'll try and change my default valu
On 05.08.2012 20:53, Russell Smith wrote:
As for the first it looks like you might not have your server
splitting larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdrate
net_splitpacket_maxrate
net_splitrate
Very good. Thanks for explaining and sharing the convars. Definitively improved
the hitreg on my servers.
> Date: Sun, 5 Aug 2012 13:29:34 -0700
> From: ve...@tinylittlerobots.us
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Understanding choke / tweaking for
It should theoretically, yes. Since less packets are being dropped, the
player receives more accurate information about the current game state
and has to do less extrapolation of other player/projectile positions.
On 8/5/2012 1:19 PM, Michael Johansen wrote:
Ah right, so basically, this incre
Ah right, so basically, this increases "hitreg"?
> Date: Sun, 5 Aug 2012 13:18:43 -0700
> From: ve...@tinylittlerobots.us
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
>
> My understanding, and I could b
My understanding, and I could be wrong, is that these cvars control the
behavior of large packets that are fragmented before being sent to the
client. net_splitpacket_maxrate limits the rate these fragmented packets
are sent out and net_splitrate limits how many of these packets are
allowed per
Do you know what the net_splitpacket_maxrate and net_splitrate does?
> Date: Sun, 5 Aug 2012 13:06:01 -0700
> From: ve...@tinylittlerobots.us
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
>
> I don't know what i
I don't know what is recommended but I use:
sv_minrate 5
sv_maxrate 0
sv_minupdaterate 40
sv_maxupdaterate 66
sv_mincmdrate 40
sv_maxcmdrate 66
net_splitpacket_maxrate 10
net_splitrate 2
On 8/5/2012 1:01 PM, Michael Johansen wrote:
Russel, what are the correct values for these? Or rather
Russel, what are the correct values for these? Or rather, the recommended ones.
> Date: Sun, 5 Aug 2012 12:53:06 -0700
> From: ve...@tinylittlerobots.us
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] Understanding choke / tweaking for lag
>
> The second p
Sorry for duplicate answers, but:
Choke is when the player can't receive all the packets that the server
are sending.
look at your min and max cmdrate values and you can perhaps find a solution.
On 2012-08-05 21:31, Peter Reinhold wrote:
Hi all,
I know this has been up before, but since the
I think your value of
sv_mincmdrate
Is to high for some players...
On 2012-08-05 21:31, Peter Reinhold wrote:
Hi all,
I know this has been up before, but since the Pyro update i've had a
rise in comments about lag, and bad/off hit registration from players
that have ping in the 20-30 rang
The second picture looks to me like it could be a server fps drop which
happens sometimes when a player enters the game.
As for the first it looks like you might not have your server splitting
larger packets, what are your settings for the following:
sv_maxrate
sv_minrate
sv_minupdaterate
sv_m
Hi all,
I know this has been up before, but since the Pyro update i've had a
rise in comments about lag, and bad/off hit registration from players
that have ping in the 20-30 range.
So, i've ofcourse tried tweaking settings a bit on the servers, trying
to find out what would be causing the p
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