Perhaps my understanding of this process is incorrect, but lets look at this
a tad.

We are talking about updates a second. Ok, so if our latency to the server
were to be 10, then at best all we could do would be 100updates (10 *
100=1000 or 1 second) If your latency to the server were to be 20 then the
best you could manage would be 50?

I'm quite confused as to how it actually works I could be way off.
ah well I am fine with 33 anyhow :)
dex


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Whisper
Sent: Tuesday, May 17, 2005 10:28 AM
To: [email protected]
Subject: Re: [hlds] Most Updates a second?


--
[ Picked text/plain from multipart/alternative ]
Oh for crying out loud
Source will be the death of me
 Anyhow I tested it out with my client set to cl_updaterate 150 cl_cmdrate
150 and couldn't get above 90 and still stuck at around the 70 updates a
second.
 AND its only the OUT value that seems to be affected, the IN Value seems to
be stuck at 66.
 I wish there was somebody or website that gave concrete answers to what
should be straight forward questions.

 On 5/17/05, Jesper S�rensen <[EMAIL PROTECTED]> wrote:
>
>
> 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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> >
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