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 > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

