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Server Performance Threadage Thingy

Re: Server Performance Threadage Thingy

Postby F_A_F » Tue Dec 22, 2009 9:41 pm

+1, it's now 33 tick with all the "joys" that brings, such has firing half as fast (try an AK47 out to see), missing every shot, even fewer shots registering....as less data is sent/received.....plus players are lagging out often, pings are through the roof. Shall I continue? :)

[edit]However, there is zero choke lol[/edit]

[2nd edit]I've also just discovered that there are a further 2 CS:S servers running on the same box. IP addresses are 85.236.101.78:27015 and 85.236.101.78:27215, obviously the CPC server is the same address but with port 27115. Might be worthwhile seeing what the connection is like when these two servers are running at capacity as well. They're both only 11 man match servers, but I presume 100 tick as well. So effectively there could be 54 players at any one time, all with a nice sexy 30000/100/100 cfg, caning the poor old server box. No wonder the hamsters get tired!

This is obviously without any idea of other programs running on the box; TS2, Vent etc :shock: [/2nd edit]
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Re: Server Performance Threadage Thingy

Postby Rogan » Wed Dec 23, 2009 9:43 am

^^^That box has 16 cores, so it wouldn't matter now would it. Do you have any idea of how much processing power and bandwidth a server running 32 30k 100 100 uses? I mean any idea? HLDS only likes to use a single core, you need a serious machine to do that. Have you even ever played on such a mythical beast, and if so maybe you could supply the IP so I could go and see for myself.

Have you considered that maybe you should spend more time aiming and less time spraying, FAF?

Also registration increases as choke decreases. Choke is a measure of how much data is being congested. No choke and all your data is getting through to specification.

This one team gets reg and the other team doesn't, isn't it a lot more likely that as one team dominates and grown in confidence the other team loses confidence and starts playing badly?

Does anyone have anything to say that isn't just wild speculation? Because when I go over to MPUK and recite the stuff you guys tell me I end up realising I sound like an idiot. Just saying. :tongue:
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Re: Server Performance Threadage Thingy

Postby F_A_F » Wed Dec 23, 2009 2:37 pm

The issues I have with 33 tick are entirely unrelated to the server running its normal 66 tick. I have never once complained about reg on the server, as more often than not it's down to individuals not the server itself. You certainly can't ignore the difference between 33 and 66 tick though.

In terms of the server box use, I was just pointing out that CPC is not the only instance running on the same box. I was not to know how the server is configured, but just wanted to point out the information. Having been duped by Hexus into renting a CS1.6 server a few years back, then finding out that they had 6 other servers running on the same box, all high player servers, then I'm wary of anything that could impact on individual server performance.
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Re: Server Performance Threadage Thingy

Postby s4sh4 » Wed Dec 23, 2009 2:40 pm

Rogan wrote:^^^That box has 16 cores, so it wouldn't matter now would it. Do you have any idea of how much processing power and bandwidth a server running 32 30k 100 100 uses? I mean any idea? HLDS only likes to use a single core, you need a serious machine to do that. Have you even ever played on such a mythical beast, and if so maybe you could supply the IP so I could go and see for myself.

Have you considered that maybe you should spend more time aiming and less time spraying, FAF?

Also registration increases as choke decreases. Choke is a measure of how much data is being congested. No choke and all your data is getting through to specification.

This one team gets reg and the other team doesn't, isn't it a lot more likely that as one team dominates and grown in confidence the other team loses confidence and starts playing badly?

Does anyone have anything to say that isn't just wild speculation? Because when I go over to MPUK and recite the stuff you guys tell me I end up realising I sound like an idiot. Just saying. :tongue:



If we knew what was wrong Rogan i`m sure someone would say!

It might be wild speculation but the one thing that is true is these things (speculation) are happening, the one sided reg thing IS happening i asure you from time too time, the server cannot play heavy maps like chateau/Port etc with a full server and alot going on ie nades/flashes , it just spacks out from time to time ( some nights its good others its bad) and i don`t really play that regularly anymore tbh but i have noticed it when i play.

I sure that everyone involved appreciates your help on this matter as well as myself

:salut:
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Re: Server Performance Threadage Thingy

Postby F_A_F » Thu Dec 24, 2009 10:44 pm

In the spirit of sharing information, I'd also like to point out that in the past few days, pings have been spiking very regularly. Prior to the 33 tick test period, I would normally ping about 50-60 (as I have interleaving on), however I'm currently looking at 80+ ping for about half the time, and normal 50 ping the other half. For reference, this is net_graph ping not score table ping, as net_graph ping is real time.

I've also noticed it on other players as well, although not always occuring at the same time as my spikes.
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Re: Server Performance Threadage Thingy

Postby green hornet » Fri Dec 25, 2009 8:03 am

If you type "ping" into console you will see the true pings from all players.
This true ping is normally higher than net graph reading and player tab readings mine for instance was showing 50 or so in net graph yet 110ms in console.
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Re: Server Performance Threadage Thingy

Postby Kyser Soze » Mon Dec 28, 2009 6:10 pm

Wotchamate all, Kyser here.

For the last year of css, I've enjoyed the server so much that I've completely changed my playing style to compensate for the lack of hit registration. For me that means p90 lurking/rushing mixed with watching the map and trying to play in small areas or choke points. Janitor for instance could have no reg at all and still get to the top of the scoreboard on train by smartly sitting at the top of the t ladder with an ak. Brave uses the rush-then-hold approach, but rushes intelligently (while swearing, as if some bastard has stolen his tatties and neeps), and cave uses his teammates as bait. The rotter.

You chaps recently tried 33 and without being told I could tell something was 'wrong' with the server after just moments of play. It does make a difference. However like with the erratic registration, variable ping and smell of faf, its something you compensate for. Also the days of caring about my individual score are long gone. Often you end up watching the map to work out where your team is being butt flucked, so you can add some erratic half witted p90 bullets.

If killpanzee is on the other side you should always rush, because he will, gibbering with fear, aiming all over the shop. Word to the wise ;-)

Happy New Year!
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Re: Server Performance Threadage Thingy

Postby green hornet » Mon Dec 28, 2009 6:47 pm

I have since found out that my main problem is my mouse. Its fooked.
Another problem I have and its on all servers not just cpc, is that I appear to lagg all the time.
I did a demo of myself and I just judder all around the map no wonder I can't hit anything, and whilst I only feel one hit. I find I have been hit by at least three bullets before my death, apart from the one hit wonders of course.
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Re: Server Performance Threadage Thingy

Postby billysielu » Mon Dec 28, 2009 11:39 pm

The server isn't fun to play atm because of performance. Whatever you changed, change it back.

[Mike] sn|per
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Re: Server Performance Threadage Thingy

Postby Caveman » Tue Dec 29, 2009 11:19 pm

The recent change to 33 tick has improved reg, however it makes the whole game feel laggy and slow while on CPC. Guns fire slower, and while this isn't itself much of an issue since it's the same for everyone, it's off-putting and when you think you die because of it, annoying. Since the change, the server is now massively overcompensating for lag despite most pings being fine, and I am frequently finding myself getting shot when I'm well round the corner from someone, or, in close combat, by someone who is facing well away from me.
In my opinion, this change causes more problems than it solves, and a lot of people will be finding other servers to play on because of it. I am certainly not enjoying playing there as much as I did beforehand.
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Re: Server Performance Threadage Thingy

Postby green hornet » Wed Dec 30, 2009 12:02 am

server is still forcing rates at 66/67.
That would account for some of the problems I think.
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Re: Server Performance Threadage Thingy

Postby Rouzor » Wed Dec 30, 2009 1:11 am

Knowing the server is changed to 33 tick makes a difference to peoples minds anyways..

but when people do not need know, the fact that people notice the change in the server without being told is a difference, and the fact that they think and feel its worse tells me something.

I feel the reg in improved yes, but you just have to know how to compensate.

i do however think the server is worse for the change, even tho the reg is slightly better, lag spikes and people warping... just makes it obvious.


Server asking you to play on a 66 tick rate even tho the server is running at 33 tick.. thats just stupid.
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Re: Server Performance Threadage Thingy

Postby green hornet » Wed Dec 30, 2009 1:26 am

Rouzor wrote:Knowing the server is changed to 33 tick makes a difference to peoples minds anyways..

but when people do not need know, the fact that people notice the change in the server without being told is a difference, and the fact that they think and feel its worse tells me something.

I feel the reg in improved yes, but you just have to know how to compensate.

i do however think the server is worse for the change, even tho the reg is slightly better, lag spikes and people warping... just makes it obvious.


Server asking you to play on a 66 tick rate even tho the server is running at 33 tick.. thats just stupid.


Its been noted and steps are being taken to rectify this problem.
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Re: Server Performance Threadage Thingy

Postby BmXeh » Wed Dec 30, 2009 6:08 pm

green hornet wrote:
Rouzor wrote:Knowing the server is changed to 33 tick makes a difference to peoples minds anyways..

but when people do not need know, the fact that people notice the change in the server without being told is a difference, and the fact that they think and feel its worse tells me something.

I feel the reg in improved yes, but you just have to know how to compensate.

i do however think the server is worse for the change, even tho the reg is slightly better, lag spikes and people warping... just makes it obvious.


Server asking you to play on a 66 tick rate even tho the server is running at 33 tick.. thats just stupid.


Its been noted and steps are being taken to rectify this problem.


Rectify the motd.txt or enforced rates? (or putting it back to 66tick)

Can only echo what everyones said, reg improved and lag increased.


Andy.
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Re: Server Performance Threadage Thingy

Postby Nasedo » Thu Dec 31, 2009 3:15 am

s4sh4 wrote:I still get the same old one sided registration on Chateau / Milita / Port / Dust 2 (these 4 especially)


I agree totally with Sash on this. Its seems registration comes and goes. Its also been abit laggy of late and the regular chaps are saying the registration has improved, however i only see it on certain maps.
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