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[Orangebox] Server Rates/Performance CVARS


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daveyboye
Senior Member
Join Date: Aug 2008
Old 03-06-2013 , 12:23   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #11

Quote:
Originally Posted by Bacardi View Post
Nope, it isn't.
It's default rate value for players now, when they play game first time, if they don't know how use console or change rate settings.
Code:
"rate" = "50000" ( def. "30000" )
 archive
 - Max bytes/sec the host can receive data
Before OB update, default rate value was 10000, really LOW and cause choke and high pings etc. etc. when server run tickrate more than 33.
Those settings have stayed from HL2 game.

Sometimes even 30,000 is not enough in TF2 game, there happen lot of action when all players attack in same time.
----------------------
Spoiler
That's good to know. I've heard so many conflicting reports on this. I've heard it's capped at 30,000 and that it will display what you have set in console, but it defaults to 30,000 anyway. Is there a way we can prove this wrong. Will net_graph 3 show any difference in packets if we set at 30k and then maybe 60k for example?
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Ade
I love purple
Join Date: May 2010
Old 03-06-2013 , 14:17   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #12

Quote:
sv_client_predict 1
sv_client_cmdrate_difference 40
sv_mincmdrate 30
sv_maxcmdrate 100
sv_minupdaterate 20
sv_maxupdaterate 100
sv_minrate 10000
sv_maxrate 100000
i think they're default from the hl2dm cu match server plugin pack, idk much bout rates to change em, I just helped clear the cfg of cvars that are now unknown and Davey, u got some of those ;)

i also know that without em, any brand new server, even local server, is jittery..
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Last edited by Ade; 03-06-2013 at 14:18.
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daveyboye
Senior Member
Join Date: Aug 2008
Old 03-06-2013 , 14:57   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #13

Quote:
Originally Posted by Ade View Post
i think they're default from the hl2dm cu match server plugin pack, idk much bout rates to change em, I just helped clear the cfg of cvars that are now unknown and Davey, u got some of those ;)

i also know that without em, any brand new server, even local server, is jittery..
Hey Ade, which ones?
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Ade
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Join Date: May 2010
Old 03-06-2013 , 16:50   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #14

Quote:
Originally Posted by daveyboye View Post
Hey Ade, which ones?
Not hard to paste in hlsw each cvar
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 03-06-2013 , 17:30   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #15

Quote:
Originally Posted by daveyboye View Post
That's good to know. I've heard so many conflicting reports on this. I've heard it's capped at 30,000 and that it will display what you have set in console, but it defaults to 30,000 anyway.
(I assume)of course players said that, if they have connect to server what have own min/max settings.
They should check by themself
client console



if anyone is interested, how those server sv_ rate cvars work,
here one video about sv_minupdaterate
https://forums.alliedmods.net/showpo...4&postcount=11
Quote:
Originally Posted by daveyboye View Post
Is there a way we can prove this wrong. Will net_graph 3 show any difference in packets if we set at 30k and then maybe 60k for example?
yes, I can't explain...
to see it better, need lot of people on server and everyone are in same "area", alive, jumping and shooting.

I had 30 bots and I was spectating them high sky so I can see (render) all bots on map when they start fight.
I haven't set max rate on server, just using rate 30000.
My current updaterate decreased and CHOKE increased because now my rate 30k is not enough (in that time).


But when I raise rate more higher 50k, my choke gone and updaterate raise up to 66
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daveyboye
Senior Member
Join Date: Aug 2008
Old 03-06-2013 , 23:44   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #16

Quote:
Originally Posted by Ade View Post
i think they're default from the hl2dm cu match server plugin pack, idk much bout rates to change em, I just helped clear the cfg of cvars that are now unknown and Davey, u got some of those ;)

i also know that without em, any brand new server, even local server, is jittery..
Thanks, I found 3 that were obsolete. Thanks for the no help btw

sv_client_interpolate
sv_unlag
sv_maxunlag
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Ade
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Join Date: May 2010
Old 03-07-2013 , 03:59   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #17

Hey, man, you're welcome? I'm just 'teachin you how to fish', it's a good exercise to do that check yourself once in a while ;)

But Bacardi, in your vid you play with client commands and loss/choke aren't shown?.. ima read more carefully tonight, thx.
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Bacardi
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Join Date: Jan 2010
Location: mom's basement
Old 03-07-2013 , 09:57   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #18

Quote:
Originally Posted by Ade View Post
Hey, man, you're welcome? I'm just 'teachin you how to fish', it's a good exercise to do that check yourself once in a while ;)

But Bacardi, in your vid you play with client commands and loss/choke aren't shown?.. ima read more carefully tonight, thx.
AAOaoaoaaaa.... in my video I just demonstrate how sv_minupdaterate work on dedicated server.
  • Client can check server current sv_minupdaterate from own console.
  • Client can try set own cl_updaterate to lowest value, but re-checking cl_updaterate again client see it's restricted.
  • To monitor net_graph two upper-right values, you see how it works. Top one is convar cl_updaterate value, below is current updaterate.
So video not have anything to do Loss/Choke, and net_graph is working 1 or 2.
Rant:

But quick answer for these two why happen.
Choke:
- There happen lot of action around player and server try send much information to him, but player just not "suck" all of it.
This tell player rate is not enough and limit downloading information.
Fix:
either...
- You cap min value higher so he can't use low setting and/or give opportunity to him raise rate value, change max value higher.
- Or you cap max updaterate lower...

Loss:
- Server bandwidth not enough or bad performance.
Server can't send enough information to player. The player start left without data.
Fix:
- Try find problem from server, is there too much players for share upload bandwidth ?
Less players on server and limit rates lower

Something like that.
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nightrider
SourceMod Donor
Join Date: Dec 2008
Old 03-07-2013 , 11:09   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #19

Great information.
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nightrider
SourceMod Donor
Join Date: Dec 2008
Old 03-12-2013 , 13:13   Re: [Orangebox] Server Rates/Performance CVARS
Reply With Quote #20

This thread helped me with my Counter-Strike Source servers.
Improved large player count spawn time stutter, hit registry, choke and ping times.

Game server type: CS:S
Host: Ubiquity Hosting, collocated 1U chassis
CPU: dual six-core AMD Opteron 2439 SE @ 2.8 Ghz for a total of 12 cores
OS: Windows Server 2008 R2 X64
RAM: 32 Gig - Kingston 4GB 240-Pin DDR2 SDRAM ECC Registered
Storage: RAID 5 - 3x Western Digital RE4 1TB 7200 RPM, separate RE4 1TB for storage
Max players: 40

I have to stress that these settings might not work for you as we have a really high bandwidth quality connection.


This is one of several game instances I have running on this machine.
5x CS:S
1x DayZ
1x CS:GO
1x Left4Dead2
1x Day of Defeat Source
1x Team Fortress 2



Code:
sv_minrate 30000
sv_maxrate 0
sv_minupdaterate 66
sv_maxupdaterate 67
sv_mincmdrate 66
sv_maxcmdrate 67
sv_client_cmdrate_difference 100
sv_client_predict 1
sv_client_interpolate 1
sv_client_min_interp_ratio -1
sv_client_max_interp_ratio -1
net_maxcleartime .01
net_splitpacket_maxrate 30000
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I am the Night Rider!, I'm a fuel-injected suicide machine.
I am a rocker! I am a roller!, I am an out-of-controller!



Last edited by nightrider; 03-12-2013 at 13:25.
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