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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 09-17-2019 , 11:34   Re: [CS:GO] var / sv tweaking
Reply With Quote #57

Quote:
Originally Posted by Maxximou5 View Post
Tested on the following running ThePwnt's kernelv2:
Processor: Intel® Core™ i7-4790K Processor @ 4.40 GHz
OS/Distro: Debian 10 (Buster)
Tickrate: 128
Variance: 0.002 @ 24 humans | 0.003 @ 1 human + 23 bots with sv_stressbots 1

Processor: Intel® Core™ i7-6700K Processor @ 4.20 GHz
OS/Distro: Debian 10 (Buster)
Tickrate: 128
Variance: 0.002 @ 24 humans | 0.003 @ 1 human + 23 bots with sv_stressbots 1

Processor: Intel® Core™ i7-8700K Processor @ 4.70 GHz
OS/Distro: Debian 10 (Buster)
Tickrate: 128
Variance: 0.001 @ 24 humans | 0.001 @ 1 human + 23 bots with sv_stressbots 1
All servers are running new installations of Debian 10 with the following:
  • Tuned (version 2.10.0) - Profile: latency-performance
  • Docker (version 19.03.2) - CS:GO Debian 10.0 image
  • Kernel (version 5.2.10-rt5)
All docker CS:GO images are set for 24 slots @ 128 tick.
  • SourceMod Version: 1.10.0.6441
  • Metamod:Source Version: 1.11.0-dev+1130
Server rates:
Code:
fps_max "0"                  // Sets the servers max fps
sv_minrate "128000"          // Min bandwidth rate allowed on server, 0 == unlimited
sv_maxrate "0"               // Max bandwidth rate allowed on server, 0 == unlimited
sv_mincmdrate "128"          // This sets the minimum value for cl_cmdrate. 0 == unlimited
sv_maxupdaterate "128"       // Mmaximum updates per second that the server will allow
sv_minupdaterate "128"       // Minimum updates per second that the server will allow
sv_parallel_sendsnapshot "1" // Controls whether the sending of network data is done on the main thread
Note: There is a high variance for 2 seconds at round start with 23 bots.

If anyone has suggestions for a good monitoring service for CS:GO in terms of slots, tickrate, and variance, I'll be able to measure this much easier.
Is this with or without HT? Do you assign cores/threads?
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