Excellent, exactly what I was looking for. Thanks Bruce!

On 7/21/2014 4:59 PM, Bruce Dawson wrote:
sv_parallel_sendsnapshot controls whether the sending of network data is done 
on the main thread (when set to zero) or on worker threads (when set to one). 
Doing this on worker threads can reduce how long it takes to process a frame, 
if you have sufficient cores.

Using sv_parallel_sendsnapshot 1 doesn't reduce the amount of CPU used -- in 
fact it probably slightly increases it. So, if you want to run as many servers 
as possible you may want to set it to zero. If you want to minimize latency 
then you may need to set it to 1. If you want to run a 128-tick server on slow 
CPUs with lots of cores then you may need this set to 1.

I hope this makes sense.

The main thing is, on Windows servers for a while this setting could cause 
packet loss. It should not anymore so it is once again safe to use.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Kevin
Sent: Monday, July 21, 2014 1:56 PM
To: [email protected]
Subject: Re: [Csgo_servers] sv_parallel_sendsnapshot 1 = 15% loss

Could you explain what that command does? I remember in CS:S our server FPS 
used to cut in half with that set to 0(55 slot server).

Thanks

On 7/21/2014 4:53 PM, Bruce Dawson wrote:
This problem was caused by insufficient buffering on the UDP sockets on 
Windows. sv_parallel_sendsnapshot 1 caused data to be sent quickly enough to 
overrun the buffers, leading to packet loss. This was fixed with the July 1st 
update.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
L33TGaming
Sent: Saturday, June 28, 2014 3:04 AM
To: [email protected]
Subject: [Csgo_servers] sv_parallel_sendsnapshot 1 = 15% loss

Recently my servers have been experiencing high loss. After
investigating it with the datacentre, they confirmed it not to be a
network issue. As loss was generally associated with network, I was at
first puzzled as to why the server would be receiving loss. After
poking around, I found out that sv_parallel_sendsnapshot 1
<http://csgo-servers.1073505.n5.nabble.com/file/n7306/15%25_loss.png>
was the cause to the 15% loss that everyone was receiving

After setting it to
sv_parallel_sendsnapshot 0
<http://csgo-servers.1073505.n5.nabble.com/file/n7306/Zero_Loss.png>
everything was fine.

There is no problems with the network. The exact moment I switch to 
sv_parallel_sendsnapshot 1 the loss starts and the packets I receive instantly 
drops to roughly half.

OS: Windows Server 2008
Network: 100 Megabit
CPU: E5-2650 V2
Tickrate: 128

Developer's please fix threaded network packets for windows.



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