Is this based on the client tick_count of CUserCmd like on OB Engine?
2013/5/2 Absurd Minds <goabs...@absurdminds.net> > Great explanation. Thanks vitaliy. > On May 2, 2013 12:57 PM, "Vitaliy Genkin" <vita...@valvesoftware.com> > wrote: > >> The value for *sv_maxusrcmdprocessticks* specifies maximum user >> commands that server will handle from a client in a single server frame >> tick.**** >> >> E.g. if you run a 128-tick server with max 3 usr cmds per tick, but your >> client runs at sub-64 fps then the client might experience incorrect >> prediction on movement and what you refer to as “lag”. The solutions here >> would be to:**** >> >> ** ** >> >> 1) disable the user commands limit completely on the server with >> *sv_maxusrcmdprocessticks >> 0***** >> >> This would use old behavior and allows clients with any low framerate or >> high packet loss to fully execute all queued up movement packets on the >> server and allows clients to maliciously inject additional movement packets >> for execution on the server thus possibly attaining a higher than maximum >> movement speed or movement speed bursts observed by other players.**** >> >> ** ** >> >> 2) increase the user commands limit to allow slack for clients running >> with low fps with e.g. *sv_maxusrcmdprocessticks 16***** >> >> The higher the value the higher “movement burst speed” can be observed by >> other clients and can be attained on a single server tick by a cheater or >> user with severe packet loss or low fps.**** >> >> ** ** >> >> When running 64-tick server with default setting of max 3 user commands >> per server tick clients might observe incorrect prediction on movement when >> running with sustained fps below 25 fps or when running at 64 fps but >> dropping 30% of packets or a combination of these unfavorable conditions. >> Even when a local client encounters incorrect prediction on movement all >> other players in the server still see their movement as smooth and from >> other players’ perspective the movement speed is always within max movement >> speed.**** >> >> ** ** >> >> To diagnose the case of clients being affected by the setting of max user >> commands you can use “sv_maxusrcmdprocessticks_warning” convar, setting it >> to 0 will spew all server ticks and clients for whom user commands are >> being dropped, setting it to 1 will spew no more than 1 message per second, >> setting it to default -1 disables the spew. Once you narrow it down to the >> client you can disable competitive min spec on the server and capture the >> client statistic with “net_graph 5” on the client. Let us know if you >> encounter clients running at sustained fps >= server tickrate without any >> packet loss that experience dropped user commands and we’ll be able to >> investigate further from here.**** >> >> ** ** >> >> Thank you,**** >> >> -Vitaliy**** >> >> ** ** >> >> ** ** >> >> *From:* csgo_servers-boun...@list.valvesoftware.com [mailto: >> csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Loïc Péron >> *Sent:* Thursday, May 02, 2013 9:23 AM >> *To:* csgo_servers@list.valvesoftware.com >> *Subject:* Re: [Csgo_servers] csgo update**** >> >> ** ** >> >> *sv_maxusrcmdprocessticks "3" makes players lag when moving.***** >> >> ** ** >> >> *sv_maxusrcmdprocessticks "0" fix it.***** >> >> ** ** >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > _______________________________________________ > Csgo_servers mailing list > Csgo_servers@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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