csgo-osx-linux
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DispatchAsyncEvent backlog
Your system information
- System information from steam: Click
- Have you checked for system updates?: Yes
Please describe your issue in as much detail as possible:
So, after the "Operation Riptide" update, the client console started to flood: "DispatchAsyncEvent backlog, failed to dispatch all this frame." On weak or medium computers, this affects the FPS (20-30 FPS at that moment). These logs can be caught even in the main menu (one more), as well as on official servers (the reason for which is unknown to me). On a private server, the problem was easier to find, for example, changing cvar with the replicated flag (example change using the SourceMod). Servers with large modifications were particularly affected. I hope for an early solution to the problem.
Steps for reproducing this issue:
- Navigate the main menu or
- Change replicated cvar on a dedicated server
UPD: @theelsaud found out that the lags (convars with replicated flag) were caused by the work of the convars themselves, not by the flood.
This error spams when enemy appears, which can be felt that the performance drops
New discovery: bullets don't register when console spams this:
DispatchAsyncEvent backlog, failed to dispatch all this frame. 98 of 100 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 96 of 98 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 94 of 96 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 93 of 95 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 91 of 93 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 89 of 91 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 87 of 89 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 85 of 87 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 83 of 85 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 82 of 84 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 80 of 82 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 78 of 80 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 76 of 78 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 74 of 76 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 72 of 74 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 70 of 72 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 68 of 70 remaining
DispatchAsyncEvent backlog, failed to dispatch all this frame. 72 of 107 remaining
UPD: this error can cause more than 10% packet loss
How can i fix this? I turned off steam overlay but the problem still exist, it keeps lagging for me I can't play normal anymore and I have brand new PC. AMD Ryzen 7 5800X, MSI MAG X570s, GeForce RTX 3080
Need fix
I have been playing this game for years and trust me its not the game - its the way internet is designed. Don't stop reading yet.
There is something called Delay variation in internet. Your latency, jitter, speed, bandwidth and other lame performance metrics that your ISP flaunts might be great. But there is one thing no ISP mentions - The Delay variation or the Frame delay variation.
This is defined as the time difference between the time that your frame was supposed to reach the valve server (or any server for that matter) and the time it actually reached there. Due to the fact that most internet ISPs are "Best effort" (and you can verify that), your gaming frames are mixed with large youtube, netflix etc frames and that's why they reach the valve servers late. Now you might think that your latency should then project the same delay, but it doesn't. The reason is that routers and devices wouldn't show such delays with a single ping packet. However if you send thousands of packets in a second, you will notice that. I am not asking you to send a thousand packets but there is a way to test it.
If you are good with Operating systems, try to get a Linux system and play around with MTR command. There is a variable called Jint or Inter arrival jitter. I am confident that this will be very high for all people who are struggling with this.
What happens is that frames reach the destination with a delay and the game tries to merge them quickly and fails. This is why we receive such errors. These errors cause lags, adjustment in the animation, rubber banding etc. Try it yourself. It's not the game. Its the internet and the way its designed. ISPs are squeezing their own customers in the name of best bandwidth. No one needs the GBs of bandwidth. All we need is Quality of service, Quality of experience.
Believe it or not, this happens with people, and I am sure most people can attest to it, the people who live in highly populated areas, downtowns, metros etc (and we consider such areas to be advanced, ALAS!) because the traffic requirement is simply so high. If however you have a friend who you consider mentally challenged to say the least lives in an outback or a place away from metro or suburb etc has an amazing hitreg, you know the answer. Best effort internet for him is good because he doesn't have more netflix and youtube addicts in his vicinity blocking all time-sensitive frames. Sad but true !
Just a long way to say - This cannot be fixed !
Watch documentaries on buffer bloat and QoS. There are plenty on the internet.
its not the game - its the way internet is designed.
We started the server on the localhost, so it's definitely not the Internet :)
If you are good with Operating systems, try to get a Linux system and play around with MTR command. There is a variable called Jint or Inter arrival jitter. I am confident that this will be very high for all people who are struggling with this.
Can you elaborate how this could be tested and adjusted on Linux?
Can you elaborate how this could be tested and adjusted on Linux?
~$ sudo mtr -i .1 -c 3000 -o "L N B W A MV MI" 1.1.1.1
Open terminal and put in this command. You will need your admin password to run it. This is only a way to see the tracert at 10 packets per second for 3000 packets.
For the complete guide, visit https://www.pcwdld.com/what-is-mtr-and-howto-troubleshoot-connections
We started the server on the localhost, so it's definitely not the Internet :)
Honey, get yourself a good router or a switch that can handle all local sessions :)
@mfaiqs5
I have a pretty good network switch under my desk, and I suffer with the DispatchAsyncEvent error. I don't believe it's anything to do with the network.
This makes CSGO unplayable on the SteamDeck. I hope it gets resolved soon.
We started the server on the localhost, so it's definitely not the Internet :)
Honey, get yourself a good router or a switch that can handle all local sessions :)
Sorry, I feel like calling you a cretin The error has nothing to do with the network connection.Initiated after one of the updates
Sorry, I feel like calling you a cretin
Keep your feelings and beliefs to yourself mate. Not the place to declare your emotional state of affairs about anything. You have no clue about what is causing this error, I am not sure what makes you certain its not the network. Quite possible that the update starts logging frame errors? I stated a possibility. May be try to be a useful critter and rule it out logically than going down the emotional unicorn road.
Just a long way to say - This cannot be fixed !
I was talking about the freezes during the flood. Perhaps the source of the problem cannot be fixed, but it is possible to remove a big fps drop. I don't believe Valve doesn't keep a history of changes.
I believe I have found the a cause but not the cause. I'm testing a workaround at the moment. I found something with Windows's security that might be a cause of the issue.
I think I found the cause, the windows thing wasn't the issue as I thought.
fps_max 750 fps_max_menu 750 panorama_dump_events_* -1
There's 3 vars with "panorama_dump_events_" so set them to -1.
so far no stutter or packet-loss and no error spamming console and no stutter on main menu or scoreboard.
@FoulPlay it looks like they changed something in the update that came out today, because even without these commands, everything became better than it was.
Replying to https://github.com/ValveSoftware/csgo-osx-linux/issues/2826#issuecomment-1164141704
Can you please explain in more detail what needs to be done?
Hi everyone, I fixed it fully.
The issue is the UI when it loads fonts.
Go through steam and csgo's files and install all fonts because the stuttering is when the UI loads a font to use.
By installing them, Windows can cache the fonts and this will stop the stuttering with the UI or any UI base stuff.
This fixed it for me, but I don't know if it will for you.
GLHF.
Just did this (found the font files and installed them) and it worked for me too, on Windows 10! Amazing find!
Can you tell me how to do it?
刚刚这样做了(找到字体文件并安装了它们),它也适用于我,在Windows 10上!惊人的发现!
Can you tell me how to do it?
I repeat that this is what happened to Windows so it may not be exactly the same. On Windows you look on the CS:GO game files, for the UI folder and there the font files. Double-click the font files and it will install them permanently. (The issues probably is on the rarest fonts, not Arial).
It seems to me that the error now appears only once one the round start.
On Thu, 21 Jul 2022 at 12:18 panwuyou97 @.***> wrote:
刚刚这样做了(找到字体文件并安装了它们),它也适用于我,在Windows 10上!惊人的发现!
Can you tell me how to do it?
— Reply to this email directly, view it on GitHub https://github.com/ValveSoftware/csgo-osx-linux/issues/2826#issuecomment-1191248453, or unsubscribe https://github.com/notifications/unsubscribe-auth/AARQJRVNODMCGKJSJ5J3GRTVVEIVNANCNFSM5GWLFAPA . You are receiving this because you commented.Message ID: @.***>
What font files are you talking about? I can only find some font files with ".vfont" extension which does not seem to install itself when double clicked. Its proprietary extension "valve font"..
where are those font files installable in windows?
OK, this is where the font files I'm talking about are located in my PC:
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\platform\vgui\fonts
Select all of them and go right-click "install for all users". Some of the files won't do anything, press "Yes" whenever you are asked.
Hi everyone, I fixed it fully.
The issue is the UI when it loads fonts.
Go through steam and csgo's files and install all fonts because the stuttering is when the UI loads a font to use.
By installing them, Windows can cache the fonts and this will stop the stuttering with the UI or any UI base stuff.
This fixed it for me, but I don't know if it will for you.
GLHF.
Is it for csgo client or the csgo server??
OK, this is where the font files I'm talking about are located in my PC:
C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\platform\vgui\fonts
Select all of them and go right-click "install for all users". Some of the files won't do anything, press "Yes" whenever you are asked.
thx
This is not fixable. It has to do with your internet. As it is clear from its name "DispatchAsyncEvent backlog", this is a noted instance of inability to despatch a frame. This happens because your upload has frame delay variation which is higher than your download. This simply is a result of congested internet. This is how internet is designed - upload is deprioritized. Regardless of how good your download bandwidth is, your area is congested in upload. This is why internet is asymmetric. Because of the way it is designed, it does not care about the upload rates and hence your upload is absolutely poor in terms of quality of experience. Try using symmetric internet if it is available in your area and thank me later.
This is not fixable. It has to do with your internet. As it is clear from its name "DispatchAsyncEvent backlog", this is a noted instance of inability to despatch a frame. This happens because your upload has frame delay variation which is higher than your download. This simply is a result of congested internet. This is how internet is designed - upload is deprioritized. Regardless of how good your download bandwidth is, your area is congested in upload. This is why internet is asymmetric. Because of the way it is designed, it does not care about the upload rates and hence your upload is absolutely poor in terms of quality of experience. Try using symmetric internet if it is available in your area and thank me later.
You are directly sure that this is precisely because of the Internet ... That is, you are not embarrassed that the FPS drawdown began after the update where the Riptide operation was added, besides, the Internet has not changed for years, and the game code has changed, so what does the Internet have to do with it when the drawdown begins after a long launch of the game, and for some it manifests itself more clearly, since the player may not have very powerful hardware.