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Thread: TPG CSGO Cloud Server needs play testing

  1. Administrator Bunni's Avatar
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    Steam ID: bunni Bunni's Originid: Dr_Bunni
    #31

    Re: TPG CSGO Cloud Server needs play testing

    Quote Originally Posted by Kanati8869 View Post
    Actually we use VMs because we host entire networks and don't want to have racks upon racks of physical servers. And our VMs are run on windows server host boxes using MS failover clustering / hyperV. And we don't celebrate windows uptimes. We just point them out when linux fanatics point out how unstable windows is.
    How frequently are the vm's restarted? Isnt that the giant windows cluster thing? So then, your saying all the nodes of the cluster stay up year round? No daily or weekly reboots? I think we can both agree that Vm's seeing yearly uptime on a cluster is hardly noteworthy if the nodes have scheduled restarts but I would be impressed if neither any of the nodes or vms are restarted.


    Says the windows fanboy I'm actually far from a fanatic, I just support which ever tool does the job the best.


    Quote Originally Posted by Bunni View Post
    Ran pretty smooth though 40% cpu for one player and bots. Adding another cpu (will have 2 total), server will be down for 15-30 minutes or so.
    Done and up, way smoother

    Cpu priority is normal right now. If the server acts up, well try it with high priority.

    Give it a spin now gentlemen.

  2. Administrator Kanati's Avatar
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    #32

    Re: TPG CSGO Cloud Server needs play testing

    The VMs get rebooted more often than the hosts do because we perform windows updates when there's a critical security update occasionally.

    The HOSTS (or nodes) don't get rebooted, hardly ever. Once they are part of the cluster they have zero outside connectivity and we don't run updates on them (unless it's something to address the cluster software which is hardly ever).

    Just checked. Our lowest uptime on a host currently stands at 221 days. And that's because the cluster is located AT a customer's place of business instead of one of our datacenters and they had a power outage and someone forgot to... get this... put the motor back in their generator.

    Krakkens and shit. stop tempting them.
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    #33

    Re: TPG CSGO Cloud Server needs play testing

    The back and forth has been fun.....this is, literally, all I can think of lol


    Quote Originally Posted by Bun Bun

  4. Registered TeamPlayer Kaido's Avatar
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    #34

    Re: TPG CSGO Cloud Server needs play testing

    Quote Originally Posted by Bunni View Post
    Hmmm, was it a sourcemod mod that forced the rates? Isn't there a cvar for max and min rates for the server? Yeah, servers set to:
    Code:
    "fps_max" = "600" ( def. "300" )                                                 - Frame rate limiter
    "sv_client_cmdrate_difference" = "20" replicated                                 - cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterat
    "sv_maxrate" = "128000" ( def. "0" ) min. 0.000000 max. 128000.000000 replicated - Max bandwidth rate allowed on server, 0 == unlimited
    "sv_mincmdrate" = "20" ( def. "10" ) replicated                                  - This sets the minimum value for cl_cmdrate. 0 == unlimited.
    "sv_minrate" = "10000" ( def. "5000" ) min. 0.000000 max. 128000.000000 replicated - Min bandwidth rate allowed on server, 0 == unlimited
    "sv_minupdaterate" = "10" replicated                                             - Minimum updates per second that the server will allow
    CC'ed from hypernia... Do these need to be changed? Or was it a sourcemod plugin that forced rates?
    Yeah it's just cvars, but those are incorrect. For 128 tick servers we had found proper settings a while back and afaik they are currently loaded on the hypernia box.

    sv_minupdaterate 64
    sv_mincmdrate 64
    sv_minrate 128000
    sv_maxrate 128000

    The 1st two cvars can be set to 128, but most servers I checked that are 32 slots and 128 tick just leave them at default and that is what the regular TPG server was using (64).

    As for bumping the tick rate...pretty much what Max said. 64 tick servers can run lag free, but that doesn't mean your shots will go where they are supposed to go :P.

  5. Administrator Bunni's Avatar
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    #35

    Re: TPG CSGO Cloud Server needs play testing

    Quote Originally Posted by Kaido View Post
    Yeah it's just cvars, but those are incorrect. For 128 tick servers we had found proper settings a while back and afaik they are currently loaded on the hypernia box.

    sv_minupdaterate 64
    sv_mincmdrate 64
    sv_minrate 128000
    sv_maxrate 128000

    The 1st two cvars can be set to 128, but most servers I checked that are 32 slots and 128 tick just leave them at default and that is what the regular TPG server was using (64).

    As for bumping the tick rate...pretty much what Max said. 64 tick servers can run lag free, but that doesn't mean your shots will go where they are supposed to go :P.
    done

  6. Registered TeamPlayer Guyver's Avatar
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    #36

    Re: TPG CSGO Cloud Server needs play testing

    We need ff disabled. Thanks






  7. Administrator Bunni's Avatar
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    #37

    Re: TPG CSGO Cloud Server needs play testing

    Quote Originally Posted by Guyver View Post
    We need ff disabled. Thanks
    Hmm I played 2 maps and didn't even notice. Guess your aim needs improving, I kid I kid.

    Should be off now, I think I got all the game mod configs that we use.

    Mobile-

  8. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #38

    Re: TPG CSGO Cloud Server needs play testing

    We got up to a nearly full server tonight and the tick rate started dropping and just being generally unstable on full team rushes.




    But other than that one map, it was fine.
    Last edited by Madmax (Grape); 09-22-13 at 09:13 PM.
    We can do better.

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    #39

    Re: TPG CSGO Cloud Server needs play testing

    how was it today? i didnt get a chance to jump on while ppl were on it
    You know a genius has entered the environment because of all the fools that come out to deride him.

  10. Administrator Bunni's Avatar
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    #40

    Re: TPG CSGO Cloud Server needs play testing

    Quote Originally Posted by Madmax (Grape) View Post
    We got up to a nearly full server tonight and the tick rate started dropping and just being generally unstable on full team rushes.




    But other than that one map, it was fine.
    TPG CSGO Cloud Server needs play testing-csgo1-png
    hmmm, barely dented anything. I was worried it was going to be CPU related. Might be network, eh even still this machine has was more bandwidth...
    How many people was this, 20 from the ss? Thats full, isnt it? So wait, it only lagged on one map? How much was the drop, to 80t/s?

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