Were you guys able to fix the race conditions present with this on the
new engine? OrangeBox could use some lovin' if so. I saw in some
scenarios about a year ago where you guys made it serialized
(performance complaints ensued).

Thanks,
Kyle.

On Mon, Jul 21, 2014 at 1:59 PM, Bruce Dawson <[email protected]> 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.
>>
>>
>>
>> --
>> View this message in context:
>> http://csgo-servers.1073505.n5.nabble.com/sv-parallel-sendsnapshot-1-1
>> 5-loss-tp7306.html Sent from the CSGO_Servers mailing list archive at
>> Nabble.com.
>>
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