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 Post subject: client rates
PostPosted: 24 Mar 2009, 11:41 
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Has learned to write! (180)
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I've been messing around with my rates, up till now i've played with the defaults but yesterday i used
cl_cmdrate 66 cl_updaterate 66 rate 30000 cl_interp .033 all day and got no issues however today i wanted to try an even lower interp and set it to .0152 but i noticed the servers won't go below .030 any idea why?

What rates do you guys use?


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 11:46 
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Community slut (13474)
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Imo ex_interp is not something you should change.

Other then that the adviced rates on our servers are;

cl_updaterate 67
cl_cmdrate 67
rate 50000

The server config reads;
sv_minrate 10000
sv_maxrate 50000
sv_minupdaterate 50
sv_maxupdaterate 67
sv_mincmdrate 50
sv_maxcmdrate 67


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 12:21 
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Has learned to write! (180)
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Thanks, i'll adjust mine then, why isn't changing interp recommanded? The 100ms default seems a bit overkill 33ms gives you a buffer in case you drop a packet just not more in a row, and playing all day yesterday lerp always remained white so it was all good. Besides with cl_interp 0.1 you even notice rocket's lag.


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 13:32 
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with the appropiat rate settings cl_interp changes have no effect on the OB engine afaik.


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 13:38 
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i'm gonna play with mine and see if i notice a differance, somethings up, get meleed out of range and stuff i dunno if it'll fix it.

no one helps me because they just think i'm shit :4

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 14:01 
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Has no REAL life! (2546)
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fixed my rates, for some reason they were set to very low numbers :S


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 14:22 
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Geek (975)
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Ahh tweaking CL rates that takes me back to CS days over a modem when these really mattered.

Since using ADSL I've never really tweaked them since - does it make much difference in real terms? I mean any ping in the range of 30 - 90 I've always found perfectly ok.

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 17:59 
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Geek (778)
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mine were set to 20, is that the default? O_o

anyway using saints ones, seems to of tightened it up but not 100% sure yet, didn't die as easily, the real test is getting meleed out of range or missing point blank melees on the enemy

of course, since i adjusted the rates, tf2 locked up for the first time ever.

GG.

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 18:54 
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what are these all about ? how do they influence the game ?

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 19:01 
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Has no REAL life! (1829)
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http://developer.valvesoftware.com/wiki ... Networking

Its a bit hard to understand so I recommend reading it a few times and really carefully.

btw, my settings are:

fps_max 66
rate 30000
cl_cmdrate 66
cl_updaterate 66
cl_interp 0.03
cl_interp_ratio 1


Oh, and if any server tells you its running on tickrate 100 - they lie to you. ALL servers in tf2 run with tickrate 66 (unless sv_maxupdaterate and sv_maxcmdrate are set lower).

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 19:04 
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The Necromancer (4970)
I think Whisper explains it better than I would:

http://whisper.ausgamers.com/wiki/index ... urce_rates

Basically you need to set your rates correctly or you'll have a worse gameplay experience than when having low fps or very high ping. Some people are totally clueless that they have their rates completely wrong, especially since setting them e.g. too low may give the false appearance of low ping on the server...
Quote:
cl_interp 0.03
cl_interp_ratio 1
cl_interp doesn't do anything anymore - it has been removed from the CVARs. Also, you shouldn't touch these values anyway - they were once relevant (in CS1 times) but can now only f00k up your game - and back in the day people usually set these CVARs incorrectly anyway because of some pr0-tip-fads.

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 19:22 
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Has no REAL life! (1829)
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Quote:
cl_interp doesn't do anything anymore - it has been removed from the CVARs. Also, you shouldn't touch these values anyway - they were once relevant (in CS1 times) but can now only f00k up your game - and back in the day people usually set these CVARs incorrectly anyway because of some pr0-tip-fads.
Source? I quite notice a differnce between using 0.1 and 0.03 (for updaterate 66).

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 19:38 
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[SpA]Relentless wrote:
Quote:
cl_interp doesn't do anything anymore - it has been removed from the CVARs. Also, you shouldn't touch these values anyway - they were once relevant (in CS1 times) but can now only f00k up your game - and back in the day people usually set these CVARs incorrectly anyway because of some pr0-tip-fads.
Source? I quite notice a differnce between using 0.1 and 0.03 (for updaterate 66).

If you really really really want a source i could search trough the mail archive, but i am pretty sure a valve employee mentiond this on the list some time ago. (as in somewere at the launch of the OB)


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 19:57 
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The Necromancer (4970)
[SpA]Relentless wrote:
Quote:
cl_interp doesn't do anything anymore - it has been removed from the CVARs. Also, you shouldn't touch these values anyway - they were once relevant (in CS1 times) but can now only f00k up your game - and back in the day people usually set these CVARs incorrectly anyway because of some pr0-tip-fads.
Source? I quite notice a differnce between using 0.01 and 0.03 (for updaterate 66).
You notice a difference because you needlessly altered your settings. ;-)

Actually cl_interp hasn't been completely removed from the CVARs but its functionality altered in an update I can't be arsed to search for - it's determined by your cl_cmdrate and your cl_interp_ratio, which defaults to 2. The formula is that you divide cl_interp_ratio by the cl_cmdrate and that is the resulting lowest cl_interp value that TF2 will use, regardless of what you might have set it to.

So, if you had left the settings at their default values you would have found that 2/66 ~= 0.03 - regardless of the default value of cl_interp, which is 0.01... Since for some reason you set cl_interp_ratio to 1 instead of the default 2 you suddenly get a minimum cl_interp ~0.015 and that means just too much interpolation if you leave cl_interp at 0.01.

In conclusion: had you left the values at their default settings and just altered the rates you would have arrived at the same results and this is what people should do because cl_interp and cl_interp_ratio should not be messed around with if you have no clue - don't listen to pr0-tips of users who usually don't have a clue either (by that I mean some Steampowered/pr0-gaming "gurus" etc.). ;-)

Funnily enough all of the above is written in the Valve Wiki you yourself pointed to (with the exception that they don't mention the cl_interp_ratio CVAR which is the "2" they use in their formula and you changed for some reason.)

To all who can't be arsed to read the whole post:

Set your rate, cl_cmdrate and cl_updaterate to what SaintK tells you and DO NOT mess around with cl_interp and cl_interp_ratio.

_________________
War does not determine who is right - only who is left. - Bertrand Russell


Last edited by Lim-Dul on 04 Apr 2009, 19:54, edited 3 times in total.

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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 20:08 
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Geek (778)
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Melee combat feels tighter now, slightly, dnt think i'll be raged as much about it now :4

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Computer is fixed. That is all.


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 20:17 
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The Necromancer (4970)
By the way, Relentless - why are your max fps set to 66, which strangely coincides with your rates? Have you been reading some 1337 (a.k.a. wrong) tweaking guides? ;-)

You realize that this has nothing to do with networking and should depend only on your monitor refresh rate - usually it shouldn't matter at all because it's better to turn on VSYNC which limits the fps automatically anyway... Either way, if you want to manually limit the framerate (because e.g. VSYNC causes you some troubles, which happens in my case from time to time when NVIDIA releases messed up drivers) you should set it to your vertical refresh rate +1. I refuse to believe that you have a monitor running at 65 Hz since the default values for LCDs are usually 60 or 75 Hz.

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War does not determine who is right - only who is left. - Bertrand Russell


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 21:13 
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Has no REAL life! (1829)
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fps_max 66 has a little bit to do with netsettings actually ;D

I know that if i set my monitor refresh rate to 60Hz my monitor cant display more than 60fps, HOWEVER if I'd set fps_max to 60, I wouldnt be able to send more than 60 packets, which means cl_cmdrate would be capped at 60 automatically even if I have a higher value here. Thats why I included it in the netsettings ;)

You can test yourself, set eg cl_cmdrate 60 and fps_max 50 and check net_graph 3, the 3rd line, the last value. It wont go any higher than 50.

_________________
All roads may lead to Rome, but all Wikipedia pages eventually get you to the Third Reich. - m3n


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 23:24 
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I played all day with the rates saint gave and with cl_interp .033 with no issues, for some reason I played better then I usually do, not sure if it's the new rates the fact that I disabled vsync since I noticed no tearing with it off or just some placebo effect either way I'm pleased.
Maybe I'll try with default cl_interp tomorrow to see if I notice anything different.


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 Post subject: Re: client rates
PostPosted: 24 Mar 2009, 23:37 
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Geek (856)
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Marmelada wrote:
I played all day with the
Quote:
and with
Quote:
I played better then
OMG HAXX

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