high var and hitreg (?)

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The Sad Zealot
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high var and hitreg (?)

Post by The Sad Zealot »

I have a question. I play on a particular server regularly (well, I did). Ever since they "Arms Update" my var value has been through the roof, around 3-8. Also, it depends on the map, 3 is minimum, but it reaches 8 on maps like Inferno. I think it's affecting hit reg, but I do know for sure that before the update it was never that high.

The server owner says he can post in the thread with information you may need. I know I am not the only one to have this issue, but at the same time it appears to be fine for most people.

Is there something on my end, valve's end, or the server's end? Sorry for the lack of info, I don't know what you guys need.
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kraze
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Re: high var and hitreg (?)

Post by kraze »

If you're referring to the "var" output in net_graph 4 that would be the the deviation from the servers defined tickrate.

This wouldn't be something you could control, but it would be server related. When issues like this arise after updates it normally means the update is buggy or that the update broke one or more of the addons running.

I'd suggest you have the owner check his addons to make sure they're all updated and working with the latest game version. Having him contribute in on this thread would be helpful as well.
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The Sad Zealot
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Re: high var and hitreg (?)

Post by The Sad Zealot »

ok, I'll ask him about addons (which I think he said are updated).

The odd thing is that is only happens for certain players (I've asked).

If the addons are up to date, what would you need? It's late now but I'll be back tomorrow. I'll get him in here.

Thx.
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Re: high var and hitreg (?)

Post by kraze »

I wouldn't expect certain players to only see this since this a server variation from the tickrate. Going out a limb here but if said clients were seeing packet loss to the server I suppose they could see different results, but that's really just a guess.
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Re: high var and hitreg (?)

Post by soja »

The var is an output from the server, telling you how IT is performing. The var is not different for players. They may see it update at different times(perhaps caused by packet loss or ping differences, or rate differences), but it is just server performance information.
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Re: high var and hitreg (?)

Post by IcEWoLF »

The Sad Zealot is part of my community, I've asked him to post here.

All the addons we run are up to date.

I am not sure what is causing this issue.

Here is what I have in the server.cfg:

Code: Select all

// read in any bans. this needs to be done at the start to give the server
// time to process them before we ask them to be written back out.
exec banned_user.cfg
exec banned_ip.cfg

hostname "47R-squad.com| 128Tick | 24/7 Rotation [gameMe] No Auto! "
rcon_password "*******"
sv_password ""

//The amount of time players are frozen to buy items
mp_freezetime 5
//The amount of time players can join teams after a round has started
mp_join_grace_time 15
// Defines whether a map should be restarted after a game has ended
mp_match_end_restart 0
sv_cheats 0
sv_lan 0

// These are important for performance reasons. FPS needs to be 0
// in order to maintain a high FPS (the default is 300) and therefore
// prevent missed ticks; having a high sv_minrate makes sure that
// clients don't get choke.
fps_max 0
sv_minrate 128000
sv_maxrate 0
// We could also require clients to have a high cmdrate here,
// so that they have a smoother gameplay experience.
// 128 is the maximum supported by the engine.
//sv_mincmdrate 128
// The engine does not support sv_minupdaterate as of 8/23/2012.
// This is unlike CS:S.

// bot-related commands
bot_difficulty 1
bot_chatter "off"
bot_join_after_player 1
bot_quota 0
bot_quota_mode "fill"

// write out any bans
writeid
writeip

// further settings can be adjusted in "cfg/autoexec.cfg" and "gametypes.txt".
// "cfg/autoexec.cfg" is used to define the default map, mapcycle, and game 
// mode, and "gametypes.txt" can be used to define settings like the ones
// above, and others, on a finer-grained level, as well as to set up the
// "map groups", which determine which maps are played for each game mode.

sv_region 1
mp_timelimit 20
log 1

sv_alltalk 0
fps_max 0
net_splitpacket_maxrate 128000
sv_tags "Competitive,Premium,NoBlock,GameMe,128Tick,No Lag"
mp_autokick 0
sm_team_balance_announce 0
sv_downloadurl "http://fourty7rvds.site.nfoservers.com/server"
mp_halftime_duration 5
sv_spec_hear 0
mp_endmatch_votenextmap 0
mp_spectators_max 10
sv_maxusrcmdprocessticks 32
mp_autoteambalance 1
cl_playerspraydisable 0
mp_match_restart_delay 10
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The Sad Zealot
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Re: high var and hitreg (?)

Post by The Sad Zealot »

soja wrote:The var is an output from the server, telling you how IT is performing. The var is not different for players. They may see it update at different times(perhaps caused by packet loss or ping differences, or rate differences), but it is just server performance information.
I know it seems odd, but I've asked other players to watch the value and many of them reported no significant fluctuations.
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Re: high var and hitreg (?)

Post by mukunda »

Check the sourcemod error logs in addons/sourcemod/logs/ to see if there's any plugins generating excess errors.
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Re: high var and hitreg (?)

Post by The Sad Zealot »

mukunda wrote:Check the sourcemod error logs in addons/sourcemod/logs/ to see if there's any plugins generating excess errors.
everything was just checked and the issue got better, but it's still dropping to 40 at times, with var at 2-4 this time, instead of 4-8.
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