CSS 64 Man Dust2 Server Lag: Data inside

egami

Rookie
Joined
Jul 17, 2018
Messages
45
Hello all,

I know the last thread was closed regarding the lagging issues with the CSS Dust2 Server. I did a little digging and got some data for you guys:

Just this morning, with the server at only 31/64 capacity, the SV rate was consistently at 66.7 ms or above and the VAR fluctuated from 0.43 ms to 3.2 ms. I haven't seen what these numbers are when the server is at full capacity, but I would assume they just get worse.

And from doing a little research, here are the recommended values to have a smooth server:
Server:
64 tickrate; sv < 15.625ms = good
64 tickrate; sv > 15.625ms = bad
128 tickrate; sv < 7.8ms = good
128 tickrate; sv > 7.8ms = bad

var < 1 = great
var < 2 = good
var > 2 = bad


View attachment 19443
there is a screenshot of the data.. can definitely see what it looks like at full capacity as well.
 
Last edited:
Upvote 0
This area shows the performance of the server the client is connected to. The "sv" tag shows the fps of the server as of the latest networking update delivered to the client. The "var" shows the standard deviation of the server's frametime (where server fps = 1.0 / frametime) over the last 50 frames recorded by the server. If the server's framerate is below 20 fps, then this line will draw in yellow. If the server's framerate is below 10 fps, then this line will draw in red.

SV is not how long it takes to draw a frame, which for 66 tick would be 15ms, but the fps the server is running at. so 1000ms / 66.7 frames per second = ~15ms to render a frame. The var is the standard deviation from that.

Your net_Graph is showing choke because your updaterates are 1/3 that of the servers. You are only receiving a packet from the server 20 times per second, and sending a packet 30 times per second. These are your cl_updaterate, and cl_cmdrate values.
 
Last edited:
Roger. Yeah I just updated my updaterate and cmdrate to match the servers. Yet I am still getting the high var values. I guess it can be attributed to the high volume of players, but is there a server that is able to run it at a higher framerate or is it capped off by valve's capabilities? Thanks for the help!




Also, I just took a screenshot of about 4 or 5 people talking about how laggy the server is... people complain about it on the daily lol. You can read it in the console log.View attachment 19445
 
Last edited:
Roger. Yeah I just updated my updaterate and cmdrate to match the servers. Yet I am still getting the high var values. I guess it can be attributed to the high volume of players, but is there a server that is able to run it at a higher framerate or is it capped off by valve's capabilities? Thanks for the help!

The high var is just due to the high number of players. realistically, its only like a 1 fps drop on the server side, but its enough to add a few milliseconds of delay to its processing speed.
 
Same things happen to JB and TTT on CSGO VERY frequently.
 
Same things happen to JB and TTT on CSGO VERY frequently.

On JB and TTT, the server also has to run calculations on all the entities and dynamic/physics props throughout the map, adding to its workload.
 

Latest posts

Back
Top