The problem the server is experimenting is related to the way the Source Engine stores the game time count, or tick count, as a float data type. If the server is kept running a single map for too long without restarting, this global timer will start losing accuracy in the order of a frame duration, which is enough for players to start noticing jitter in their movement and stuff that moves around them, since proper
interpolation of entities running in the server relies on this timer's precision.
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This article explain this in a very detailed manner.
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This article helps understand the nature of floating point arithmetic and why this problem happens.
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This StackExchange answer explains the same thing.
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This Shounic video explains the problem as well.
- Also,
this and
this thread from the AlliedModders forum detail two people complaining about the same issue.
From the resources linked above you could think that restarting the server once a day might suffice but no, that is the exact reason why I started this thread in the first place, apparently restarting the server once a day is not enough because the server continues to perform horribly as more time passes since its last map change or restart.
I could continue posting videos comparing the performance of blw's MGE server versus the performance of my 4 servers all day long, but this problem is easily verifiable by anyone who has 5 minutes to enter the game and see by themselves.
I highly doubt receiving complaints of map restarts from users will be an issue for a server that apart from being so well-established by now, needs it in order to stop performing so badly.