net_splitpacket_maxrate

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net_splitpacket_maxrate

Ejziponken
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.

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Re: net_splitpacket_maxrate

Kevin C
net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.


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Re: net_splitpacket_maxrate

Ejziponken
what exactly is that? :)


Date: Mon, 11 Aug 2014 15:55:30 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.


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Re: net_splitpacket_maxrate

Kevin C
- Number of fragments for a splitpacket that can be sent per frame

On 8/11/2014 3:56 PM, Ejziponken - wrote:
what exactly is that? :)


Date: Mon, 11 Aug 2014 15:55:30 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.


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Re: net_splitpacket_maxrate

Ejziponken
Well yeah I got that. But whats the pros and cons? :P


Date: Mon, 11 Aug 2014 15:57:05 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

- Number of fragments for a splitpacket that can be sent per frame

On 8/11/2014 3:56 PM, Ejziponken - wrote:
what exactly is that? :)


Date: Mon, 11 Aug 2014 15:55:30 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.


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Re: net_splitpacket_maxrate

Kevin C
Pros:
Less/no choke(at 32v32 64 tick)

Cons:
Ridiculous bandwidth usage(near 5MB/s at 32v32 64 tick)


The con can be mitigated using sv_force_transmit_players 0
Why valve felt the need for this command(force transmit) is beyond me, it raises CPU and bandwidth usage, and is the opposite of how all other source games function. Setting to 0 lowers overall CPU/bandwidth usage.

On 8/11/2014 4:08 PM, Ejziponken - wrote:
Well yeah I got that. But whats the pros and cons? :P


Date: Mon, 11 Aug 2014 15:57:05 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

- Number of fragments for a splitpacket that can be sent per frame

On 8/11/2014 3:56 PM, Ejziponken - wrote:
what exactly is that? :)


Date: Mon, 11 Aug 2014 15:55:30 -0400
From: [hidden email]
To: [hidden email]
Subject: Re: [Csgo_servers] net_splitpacket_maxrate

net_splitrate 2
On 8/11/2014 3:54 PM, Ejziponken - wrote:
Did anyone ever figure out how to fix choke now when net_splitpacket_maxrate is removed? 
Any workaround? I had it set to 100000 before but now people have choke again.


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Re: net_splitpacket_maxrate

L33TGaming
If we are talking about network and CPU for large player servers, here's the commands I use to help.

Network
sm_cvar sv_parallel_sendsnapshot 1
sm_cvar sv_enable_delta_packing 1
sm_cvar sv_maxunlag 0.1
sm_cvar net_maxcleartime 0.001
sm_cvar net_minroutable 1000
sm_cvar net_earliertempents 1

CPU
sm_cvar sv_parallel_packentities 1
sm_cvar net_compresspackets 0
sm_cvar sv_multiplayer_maxtempentities 1

If Kevin C doesn't mind, could you please share with us some of your cvars you've used to reduce CPU and bandwidth usage in order to run large scale 64 player servers?
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Re: net_splitpacket_maxrate

Kevin C
My commands are pretty basic, the biggest thing that allows us to run a
lag free 64 player server is our CPU. We are using Intel's latest
E3-1271v3, which turbos up to 4Ghz.

Here are the commands we use that are relevant:

sv_minrate 128000
sv_maxrate 0
net_splitpacket_maxrate 128000
net_splitrate 2
sv_mincmdrate 65
sv_minupdaterate 65
net_maxcleartime 0.01
sv_force_transmit_players 0


Force transmit is one of the biggest commands here. Changing this is the
difference between 40-50fps and a PERFECT 64 fps when full. For some
bizarre reason this is enabled by default, which means players across
the map from each other get sent each others positional information.
This is not how other games work, and it means tons of unnecessary
bandwidth and CPU used. Changing this setting moved us down from an
average of 150% CPU used(core usage), to around 120-130%.





On 8/12/2014 5:33 AM, L33TGaming wrote:

> If we are talking about network and CPU for large player servers, here's the
> commands I use to help.
>
> Network
> sm_cvar sv_parallel_sendsnapshot 1
> sm_cvar sv_enable_delta_packing 1
> sm_cvar sv_maxunlag 0.1
> sm_cvar net_maxcleartime 0.001
> sm_cvar net_minroutable 1000
> sm_cvar net_earliertempents 1
>
> CPU
> sm_cvar sv_parallel_packentities 1
> sm_cvar net_compresspackets 0
> sm_cvar sv_multiplayer_maxtempentities 1
>
> If Kevin C doesn't mind, could you please share with us some of your cvars
> you've used to reduce CPU and bandwidth usage in order to run large scale 64
> player servers?
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.n5.nabble.com/net-splitpacket-maxrate-tp7660p7682.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> _______________________________________________
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