SRCDS Choke
Server OS: CentOS 6.2 (kernel 2.6.32-220.7.1.el6.x86_64)
Processor: Xeon E3-1230 3.2 Ghz (HT) Ram: 8GB Game(s): TF2 Start Up Command: -game tf -ip $IP -port $PORT -autoupdate +maxplayers 32 +map cp_dustbowl Admin Mods: Sourcemod, but have also tried without any mods at all loaded (No MM and SM) The issue: I seem to be experiencing quite a bit of choke (5-15 average, spiking up to 50 when a lot is going on) on my server. I've googled for a few hours and set what I believe to be values that should correct this, but it's not. Others have experienced this choke as well so it's not limited to my system alone. Here is the current settings from server.cfg sv_client_cmdrate_difference 30 sv_client_max_interp_ratio 1 sv_client_min_interp_ratio 0 sv_client_predict 1 sv_maxrate 30000 sv_minrate 15000 sv_maxcmdrate 66 sv_mincmdrate 50 (tried with 33) sv_maxupdaterate 66 sv_minupdaterate 50 (tried with 33) net_splitpacket_maxrate 30000 (added this to try to correct the problem) I've also read various threads with no clear answers on what to do. This post in particular interested me, however: http://forums.alliedmods.net/showpost.ph...stcount=13 Any help would be appreciated. |
Re: SRCDS Choke
Woah! That's interesting.. Maybe it is a rate issue. :grrr: |
Re: SRCDS Choke
Don't know where you copy those rates but 30000 is pretty low rate for even 30 players server.
When server is full players and they start jumping and shoot crazy, there is lot of info to share to all players. If server upload bandwidth allow, try min rate 50000 and max about... 100000. rate = bytes per second 50000 B/s * 30 = 1500000 B/s ~1500 KB/s convert to bits 1500 KB/s * 8 = 12000 Kbps ~12 Mbps But this how I'm calculating. Maybe wrong but close. *edit If somebody is willing share knowledge, using rcon (or type server console input) Code:
] stats This example was 30 bots and one real players *edit Also, voice/mic communicate take server bandwidth. |
Re: SRCDS Choke
Interesting.. I've played on several 32 player servers which cap their rate at about 30000 and don't suffer from this kind of Choke.
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Re: SRCDS Choke
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Re: SRCDS Choke
I don' think that "rate" will exactly cap to that value.
Like player rate 30000 = get at its best something 18.29 KB/s, then start get "choke" if there happen lot of action. But when allow bigger rates (50000) it could increase close 30 KB/s temporary of course, debend situation. Are all players in same area shooting or spread all over the map so they not see each other. Depend maps how wide area those have. But better way is testing. And if you change server min/max rates, players need reconnect. Map change enough that. * 264.59 KB/s with 29 players To Kbps 264.59 KB/s * 8 = 2116.72 Kbps ~ 2 Mbps in that current time. |
Re: SRCDS Choke
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Edit: Hmm.. that's interesting. I did see a few in/out spikes to like 50KB/s. I think you might be onto something with the rates. :P |
Re: SRCDS Choke
I find with TF2 I need 50-60K minimum on a 24 slot server to maintain 0-5 choke with my client's cl_cmdrate and cl_updaterate set to 67 (and letting the server automatically set me to the sv_minrate value). My pubs used to be set for 100K/unlimited by NFO but I reduced them to 60K min/100K max with no issues.
My UGC highlander match server, however, is set to 20K/60K per their rules and at 20K there is about 50-60 choke and only about 33 ticks coming in. Theoretically, doubling that rate to 40K should get me about 66 ticks but I find 50K or 60K to be better for me choke-wise. With net_graph 4 open, if there is a ton of choke and little to no loss, lots of empty spots in the graph and your "in" value on the far right is nowhere close to "66.7/s" then your rates are too low. Example of crappy rate (the competitive mandated one (20K minimum) to make everything fair): http://cloud.steampowered.com/ugc/52...6C12ACB4E395A/ Example of good rate (60K minimum on a 24 player pub): http://cloud.steampowered.com/ugc/52...817D7D09EE41E/ My computer consists of an i7-2600K @ 4.5GHz and a Radeon HD 6970 with a 120Hz ASUS VG236HE LCD monitor, so my game can maintain ~120FPS with VSYNC enabled (I mention this because you would ideally need to maintain 67 or greater FPS on a 66 tick server with 66 tick client settings to have 66 tick both in and out constantly). |
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