Reason the GOLDRUSH map is laggy?

xosniper

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Anyone know? I've searched and haven't seen any threads about it. I have a 40-60 ping on it and still have lag pretty much the whole time, to the point its not worth playing.

Anyone have any ideas or heard anything?
 
The running theory is this (and frankly I concur with it): Goldrush is not built for 32-player servers. Obviously Valve isn't going to have our modified servers in mind when they're putting together their new map. No, they're going to optimize it for a maximum of 24 players. If you've ever spec'd on Goldrush and flown way above the map and looked down, you know that it's huge; it's bigger than Dustbowl, even. And how the game handles it is that it loads the entire map when you connect to the server. Take all that, which would likely already be pushing the limit on a 24-man server, and throw in 8 more players? It just gets to be too much to handle for our poor servers, which starts generating all this server-side lag that we're seeing, even with the majority of people having pings that work absolutely fine in our other servers.
 
[quote1209940124=GardenGroveVW]
TOO MANY MEDIC"S!
[/quote1209940124]

Hate to step on your toes, but no. I've played Goldrush when there were 3-4 medics on both teams and it lags hardcore. Whereas on Dustbowl when we had 7 medics JUST on offense, the server was fine. I really don't think the medics have anything to do with it.
 
[quote1209940549=Lafinass]
[quote1209940124=GardenGroveVW]
TOO MANY MEDIC"S!
[/quote1209940124]

Hate to step on your toes, but no. I've played Goldrush when there were 3-4 medics on both teams and it lags hardcore. Whereas on Dustbowl when we had 7 medics JUST on offense, the server was fine. I really don't think the medics have anything to do with it.
[/quote1209940549]
Coming from all the messages hes given out about <Insert random number here> Number of medics on the servers, I really think he was joking.

Adilor's theroy seems plausable
 
In fact, if it's possible, I propose that this be tested. Let's take one of the GR servers and knock it down to the standard 24-maximum. Because, well, here's how I view it. Having our servers full is most definitely a good thing, yes. I can't help but smile every time I pull up the server graph and see all 6 reporting "Server Good". However, will this continue to be the case once people start finding out that eGO's GR servers are consistently laggy to the point where it's unplayble? Jehuty, for one, could attest to this; early this morning he had numerous complaints about being on GR and trying to play Spy, but finding it next to impossible due to the lag incorrectly reporting player positioning and hit detection. I know there's a lot of extra activity right now due to the free weekend, and it seems that during this time, the quality we show in our servers should be absolute paramount in importance. And, actually, looking at it now, it brings up the old quality vs. quantity debate. Would we rather have 24 people playing on a server with smooth gameplay, or 32 in a game that lags because the server can't handle that much activity? Now, once again, this is all theory, and I could be completely wrong here. Testing it, however, could give us some greater insight as to how we could clear up this annoying problem.
 
ty for your responses. so it seems we need to put a limit on medics on the goldrush server :P


24 player map with 32 makes sense.
 
[quote1209941848=Freeflow]
[quote1209940549=Lafinass]
[quote1209940124=GardenGroveVW]
TOO MANY MEDIC"S!
[/quote1209940124]

Hate to step on your toes, but no. I've played Goldrush when there were 3-4 medics on both teams and it lags hardcore. Whereas on Dustbowl when we had 7 medics JUST on offense, the server was fine. I really don't think the medics have anything to do with it.
[/quote1209940549]
Coming from all the messages hes given out about <Insert random number here> Number of medics on the servers, I really think he was joking.

Adilor's theroy seems plausable
[/quote1209941848]


guys i was on goldrush when there was maybe 2 modics together and it was so laggy, my ping is 20 -40 and i never lag
 
I only played Gold rush once.....

Then I played on a different server. Unfortunately theirs was lag free. It must be something on eGO's side. I can't remember which server I played on. But it was a 24 slot.
 
I think it may have something to do with the entire map being loaded in real time. I know dustbowl also loads the entire map and we haven't had any issues there, but timing a flyby from spawn A to finish C, Goldrush took 6 seconds longer at 4x normal movement speed. Goldrush is laid out in a fairly linear fashion when it comes to layout, whereas dustbowl is rather stacked on top of itself. It may also have to do with the rail system throughout the map as well.
 
[quote1209943396=chinaonnitrous1]
I only played Gold rush once.....

Then I played on a different server. Unfortunately theirs was lag free. It must be something on eGO's side. I can't remember which server I played on. But it was a 24 slot.
[/quote1209943396]

that would seem to (unfortunately) confirm it.

To be honest, 24 player servers usually run better. They have less spam, less major chokepoints that you can NEVER, EVER get through when there's a good defense... but the eGO community is so good, I have more fun playing on our 32 slot servers.
 
Yeah, I really love the 32 player limit, if that wasn't there it would be even harder to get onto our servers. Plus the people are just so nice, helpful and fun to play with in this community.

So I hate to say it, but after playing on some 24 slot servers, it is definitely due to the increased slot limit. But the lag hasn't been all that bad for me lately, so I'm not really complaining.
 
I always thought it was just me actually, because I've never seen any complaints from pubs ingame. It's nearly impossible to snipe for me, and spy is equally frustrating. While it's a crappy situation to have, at least everyone's in it together =P

If we're running multiple server instances on the boxes that have Goldrush, could we try moving Goldrush to it's own box? This could be a way (though more expensive I'd imagine) to keep 32 slots and improve performance.

Since Valve evaluates maps based on 24 slot configurations, these are the kind of issues that are come up as irritants since we're running 32.
 
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