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21 hours ago, mosh said:

Hi,

Host Romania,

Nr player - 51

CPU - MD Ryzen 7 1700X Eight-Core Processor 3399.811

Tickrate - 64

Host - www.krond.ro

sm_plugins_block.smx - disabel

 

Thx,

 

Thank you for the information.

 

When I was playing on the server yesterday at 51/51, the performance wasn't terrible until there were intense holding points which is normal. However, I'm sure the current processor you have is the bottleneck here. The single-threaded performance of the Ryzen 7 1700X is most likely not strong enough to handle 51 players smoothly. I usually look at this chart to measure single-threaded performance for CPUs (your processor has a score of 1883). I'm sure there are other websites that measure this as well, though.

 

The single-threaded performance matters the most for Source Engine servers since SRCDS doesn't have the best multi-threading.

 

Is this a full dedicated machine, a VPS, or shared hosting? I'd assume shared hosting so there's a chance you're in a virtualized environment as well which is likely resulting in poorer performance.

 

One thing you can try is lowering your server's tick rate. Your server's update rates are already low, so that's not an issue. HOWEVER, I've never ran a CS:GO server at <64 tick rate. I know it was common in CS:S back in the day when Valve allowed you to change the server's tick rate without an addon. But I'm unsure about the side effects in CS:GO. There may be some issues running at a lower tick rate with certain maps due to physics breaking/glitching. You'd have to test it out but it would likely result with less CPU being consumed. Therefore, it'd increase performance.

 

Another thing you can try is setting net_compresspackets to 0. This is a hidden ConVar so you'd have to set it using sm_cvar. It has been a few years since I've messed with this ConVar but we used to have it disabled on our CS:GO Zombie Escape server. Keep in mind, there MIGHT be some negative side effects but I personally do not remember. Delays in the chat might have been one of those side effects.

 

Having this ConVar set to 0 will increase bandwidth. However, it will decrease the amount of CPU the server consumes since it won't be compressing packets, etc.

 

Overall, you'd have to test those two suggestions since I haven't messed with them much. The only other thing is actually upgrading the server's CPU or getting off of a virtualized environment if you're currently on it (e.g. switching to a full dedicated machine).

 

I hope this helps!

 

Thanks.

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Hi ROY, help please. My server is Lags

1) slot 50

2) 64 tickrate

3) intel Xeon e5-1650v4 3.6ghz, ram 8 gb, ssd. network 1 gb

4) Ip sent pm

5) config 

/ ********** Rates **********

sv_minrate 196608 // Min Bandwidth 0=unlimited
sv_maxrate 786432 // Max Bandwidth 0=unlimited

// Min Updates per Sec to the Client
// 128TICK: sv_minupdaterate 70
// 66TICK: sv_minupdaterate 40
// 33TICK: sv_minupdaterate 15
sv_minupdaterate 16

// Max Updates per Sec to the Client
// Should be the Tickrate
sv_maxupdaterate 16

// Min Updates of the Client per Sec
// 128TICK: sv_minupdaterate 70
// 66TICK: sv_mincmdrate 40
// 33TICK: sv_mincmdrate 15
sv_mincmdrate 32

// Max Updates of the Client per Sec
// Should be the Tickrate
sm_cvar sv_maxcmdrate 32

sm_cvar sv_client_cmdrate_difference 0 // Max Difference between cmd and updaterate
sm_cvar cl_updaterate 16 // Should be the Tickrate
sm_cvar cl_cmdrate 32 // Should be the Tickrate

sm_cvar sv_client_min_interp_ratio 0 // Min Value of cl_interp_ratio
sm_cvar sv_client_max_interp_ratio 0 // Max Value of cl_interp_ratio


// ********** Network internal **********

sv_lan 0 // Lan Mode

sv_parallel_packentities 1
sm_cvar net_compresspackets 0
sm_cvar sv_enable_delta_packing 1
sv_parallel_sendsnapshot 0 // Can cause up to 15% Package Loss!
sm_cvar net_earliertempents 1

sm_cvar sv_maxunlag 0.1
sm_cvar net_minroutable 1200
net_splitrate 2
sm_cvar net_maxcleartime 0.001
sm_cvar net_queued_packet_thread 1 // Use a high priority Thread to send queued Packets out instead of sending them each Frame.

net_threaded_socket_burst_cap 1024
net_threaded_socket_recovery_rate 6400
net_threaded_socket_recovery_time 60

 

 

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@pomka What operating system are you running and are you running a VPS, a dedicated machine, or shared hosting? Ensure there's no power-saving mode enabled on your OS. I was playing on your server earlier and at ~28 players, I noticed the server's FPS dipping quite often. I'm not sure what the cause would be, it could be a poorly optimized plugin as well.

 

I'm not sure how your server would operate at 50 players with the Intel Xeon E5-1650v4, but it shouldn't be performing that poorly at ~28 players and 64 tick in my opinion.

 

Thanks.

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@pomka I went on your CS:GO server and unless the cfg you posted was for your CS:S server, the cfg file is either not being executed or there is another cfg executing afterwards and changing all of the CVars.

"sv_minrate" = "128000"
"sv_maxrate" = "0"
"sv_minupdaterate" = "40"
"sv_maxupdaterate" = "64"
"sv_mincmdrate" = "40"
"sv_parallel_packentities" = "1"
"sv_enable_delta_packing" = "0"
"sv_parallel_sendsnapshot" = "1"
"net_earliertempents" = "0"
"sv_maxunlag" = "0.200"

These were the actual values of the CVars you listed above.

Another thing I noticed in your cfg was "net_minroutable". This does not exist and the CVar you're looking for is "net_maxroutable".

 

Also @mosh, seeing as Roy only noticed considerable lag during holds you might want to consider editing the hitboxes so the server doesn't have to calculate all of the bullets being fired through humans. It'll also allow players to shoot through more than 3-4 humans without the bullets being soaked up. (sv_penetration_typ 0 does the same thing but lags the server as it has to do more calculations, so make sure it's set to 1)

 

https://forums.alliedmods.net/showpost.php?p=2457064&amp;postcount=1 (DO NOT USE THE SHITTY PLUGINS POSTED IN THE THREAD, EDIT THE HITBOXES MANUALLY)

Edited by Ninja Chris
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@Ninja Chris With the config that was higher, there was jerking, I later changed it to this one that you threw off, jerking was gone, but the lags remained

Edited by pomka

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I use 2 config

performance.cfg

# Hibernation
sm_cvar sv_hibernate_ms 0
sm_cvar sv_hibernate_ms_vgui 0
sm_cvar sv_hibernate_postgame_delay 0
sm_cvar sv_hibernate_when_empty 0

# Network / Throughput
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
sm_cvar net_compresspackets 0

# Ragdolls / Props
sm_cvar g_ragdoll_important_maxcount 1
sm_cvar g_ragdoll_maxcount 1
sm_cvar phys_enable_experimental_optimizations 1
sm_cvar prop_active_gib_limit 1
sm_cvar prop_active_gib_max_fade_time 1
sm_cvar sv_turbophysics 1

# CPU Tweaks
sm_cvar fps_max 0
sm_cvar host_framerate 0
sm_cvar host_syncfps 0
sm_cvar pvs_min_player_distance 1
sm_cvar sv_alternateticks 1
sm_cvar sv_force_transmit_ents 0
sm_cvar sv_force_transmit_players 0
sm_cvar sv_forcepreload 1
sm_cvar sv_stats 0
sm_cvar sv_parallel_packentities 1
sm_cvar sv_multiplayer_maxtempentities 1

# Experimental Async / MultiThreading
sm_cvar occlusion_test_async 1
sm_cvar host_threaded_sound 1
sm_cvar host_threadmode 2
sm_cvar sv_threaded_init 1
sm_cvar mod_load_anims_async 1
sm_cvar mod_load_mesh_async 1
sm_cvar mod_load_vcollide_async 1
sm_cvar vprof_server_thread 1
sm_cvar g_ai_threadedgraphbuild 1

 

rate.cfg

/ ********** Rates **********

sv_minrate 128000 // Min Bandwidth 0=unlimited
sv_maxrate 0 // Max Bandwidth 0=unlimited

// Min Updates per Sec to the Client
// 128TICK: sv_minupdaterate 70
// 66TICK: sv_minupdaterate 40
// 33TICK: sv_minupdaterate 15
sv_minupdaterate 40

// Max Updates per Sec to the Client
// Should be the Tickrate
sv_maxupdaterate 64

// Min Updates of the Client per Sec
// 128TICK: sv_minupdaterate 70
// 66TICK: sv_mincmdrate 40
// 33TICK: sv_mincmdrate 15
sv_mincmdrate 40

// Max Updates of the Client per Sec
// Should be the Tickrate
sm_cvar sv_maxcmdrate 64

sm_cvar sv_client_cmdrate_difference 0 // Max Difference between cmd and updaterate
sm_cvar cl_updaterate 64 // Should be the Tickrate
sm_cvar cl_cmdrate 64 // Should be the Tickrate

sm_cvar sv_client_min_interp_ratio 0 // Min Value of cl_interp_ratio
sm_cvar sv_client_max_interp_ratio 0 // Max Value of cl_interp_ratio

 

Edited by pomka

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17 minutes ago, pomka said:

@Ninja Chris With the config that was higher, there was jerking, I later changed it to this one that you threw off, jerking was gone, but the lags remained

 

When I hopped on it didn't seem too bad but there were only 10 people playing.

 

Is the remaining lag you are talking about fps lag or sv/var lag? (If it's sv/var lag it will turn yellow/red in net_graph 1)

 

I'm not sure about all the other CVars and rates but forcing 16 updaterate and 32 cmdrate should improve performance for the players and server.

 

On a side note, during the danger zone update a bunch of CVars were added and because the CS:GO devs are a bunch of neanderthals they decided to have the CVars enabled by default instead of just enabling it for danger zone. The following Cvars won't do anything performance wise but they will cause issues on your server and should be set to 0.

 

mp_disconnect_kills_players (set this to 0)

When players disconnect on certain maps it can crash the server.

I'm not sure if it will always happen or what causes it but I've seen it occur multiple times.

 

sv_ledge_mantle_helper (set this to 0)

Applies a boost while jumping in a crouch spot and basically tries to force the player through it.

Players bhopping inside tunnels will be forced through regardless of whether they are being knocked back.

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