Dead Men Walking

Dead Men Walking - Bricks 'n Mortar => Our Server => Topic started by: GhostMjr on November 18, 2013, 09:07:59 PM

Title: Csgo intermittent jolting/lag- Meathook?
Post by: GhostMjr on November 18, 2013, 09:07:59 PM
Not sure if anyone can shed some light on this but I seem to be having lag spikes and lag jolts on the server especially on cs:go nights both tonight and last week.

A few others experienced this tonight too.

Please could this be investigated?

Thanks.

*edit* 21:00 ish forum intermittent and ts down
Title: Csgo intermittent jolting/lag- Meathook?
Post by: Whitey on November 18, 2013, 09:19:29 PM
Something has filled up the hard drive, clearing some space now.

EDIT: Found the cause...Minecraft had 100GB worth of backups.  Should be better now.
Title: Csgo intermittent jolting/lag- Meathook?
Post by: Blunt on November 18, 2013, 09:26:36 PM
Cheers Whitey.

It's been doing it for a week or more, some nights not so bad, some nights worse.
Title: Csgo intermittent jolting/lag- Meathook?
Post by: Blunt on November 18, 2013, 09:37:26 PM
Ducky suggested making the servers 128 tick (whatever that means) as apparently they run better. :blink:

What is your opinion on that?
Title: Csgo intermittent jolting/lag- Meathook?
Post by: TeaLeaf on November 19, 2013, 07:49:31 AM
Prob worth taking this to the Admin section, but 128 tick does not necessarily mean it will run better.   It depends from whose perspective you are looking - if the aim was to make the server run more smoothly then tickrate 1 would be ideal (but clearly you'd never want to play with a server status update of only once per second).   128 tick rates are more accurate, use roughly twice the CPU and bandwidth of the default and need more bandwidth speed per player (very slow or congested connections might experience choking), so are worse for the server to handle but a more accurate playing experience.   The other aspect is that the choking effect scales as you increase the number of players on the server, i.e. the number of status updates the server has to issue per second to each client goes up thus increasing the minimum amount of bandwidth needed to utilise those updates properly.

FPS also has an impact, e.g. is it worth running 128 tickrate on a 60 fps monitor?   Steam reckons that 60% of players are running at 0-40 fps, so the bulk of the market would not experience any benefit from 128 tickrates anyway, which is why most are not 128 tickrate and why 128 tickrate is generally more expensive to rent and restricted to lower numbers (e.g. for matchplay).

What was the goal of the recommendation?  To improve clientside gameplay or to remove overhead from the server to alleviate lag?
Title: Csgo intermittent jolting/lag- Meathook?
Post by: GhostMjr on November 20, 2013, 02:46:19 PM
Quote from: Whitey;378243Something has filled up the hard drive, clearing some space now.

EDIT: Found the cause...Minecraft had 100GB worth of backups.  Should be better now.

Thank you Whitey for looking into this for us :).