I'm not sure why this is so, but the setup your are using will result in about 
60-70 updates/s.

If you want to go higher, you need to increase the cl_updaterate - Dont ask me 
why, 101 should be enough, but it is not.

This goes for all configurations, for some reason setting 
cl_updaterate=tickrate will not result in updates/s=tickrate - But 
cl_cmdrate=tickrate*1.4 will....very odd....

/Jesper

> --
> [ Picked text/plain from multipart/alternative ]
> Hi guys
>  What is the most updates a second you can get a client to receive?
>  Even with the following server & client settings we can only seem to manage
> 66-75 updates a second according to net_graph 3
>  *Server*
> sv_maxrate 20000
> sv_maxupdaterate 150
> tickrate 100
> fps_max 300
> 18 players
>  *Client*
> rate 20000
> cl_rate 15000
> cl_cmdrate 101
> cl_updaterate 101
> v-sync disabled
>  The Server is only 8 hops and 40 Kilometers physically away from me and the
> actual wire distance would not be much further and with a consistent >20ms
> ping
>  I am trying to work out how to get our servers to the magic 100 updates a
> second so we can serve out data at a rate that matches the normal 100 fps
> limit enforced on the client side, unfortunately I cannot get above 75
> updates a second on the client side.
>  What else do I have to change?
>  Is it even possible?
>  If it is possible what settings are you using?
>  Does tickrate on one SRCDS process affect the tickrate on another SRCDS
> process on the same box like the old HLDS sys_ticrate does?
>  Thanks
> --
>
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