-- [ Picked text/plain from multipart/alternative ] I have the same problem with updates per second on the client. Bandwidth is definitely not an issue as I can get 5-10Mbits/s from these servers (I never seem to use more that 16KB/s though when playing CS:S) The Client CPU is a P4 running at 3.5GHz Im getting 100fps Tried a cl_updaterate as high as 150 The cl_cmdrate appears to have a maximum value of 100 The *IN* on netgraph 2 & 3 seems to always be lower than the *OUT* The *OUT* on netgraph 2 & 3 is the only value that gets up to 100 packets per second Only running around with a demo is the only way to watch the numbers go up and down. On 6/5/05, Simon Garner <[EMAIL PROTECTED]> wrote: > > artiecs wrote: > > Martin could you also double check the numbers in the diagram box that > says: > > > > "Server at Tick 130 > > -Simulates world 33 times per second > > -Send 20 snapshots per second" > > > > Is this info correct? Seems that for the CSS default tickrate of 33 > clients > > get the 20+ snapshots/second. If i set the tickrate on my test server to > 100 > > i get 70-80 updates a second on my client. > > Yes...? :) > > Note that "Server at Tick 130" means tick number 130, not -tickrate 130. > The "simulates world 33 times per second" means -tickrate 33. The "send > 20 snapshots per second" means cl_updaterate 20 on the client. > > > > > Maybe i'm misinterpreting numbers though, i'm watching the far right > number > > on the "In" line of netgraph 3. Is that number updates(snapshots) per > > second? (i think it is, but reading your doc i'm wondering if i got it > > wrong) > > > > Correct, the numbers are 1) last packet size in bytes, 2) data rate in > kbytes/sec, 3) data rate in packets (updates)/sec > > > > Also it seems that the tickrate functions different on the Source engine > > than on the HL1 engine. In HL1, tickrate would control the fps generated > > server side, and only sv_maxupdaterate would control the max # of > > updates/sec to clients. In Source, fps_max controls the server-side fps > > (updates generated per second server-side?), and -tickrate seems to be a > > command-line override of sv_maxupdaterate in the case where if -tickrate > is > > set to allow fewer updates/sec than sv_maxupdaterate. Am i seeing that > > right? Any insight you can share would be appreciated. > > > > I'm not sure what the definition of FPS is for the server, although it > seems to me that a server FPS greater than the tickrate is pointless. > The tickrate is how many times the server simulates the world per > second. If your server's tickrate is 33 and FPS is 99 then I'd guess > that in 2/3 frames it's not doing anything. Conversely, an FPS lower > than the tickrate will mean the tickrate is limited to the FPS (not good). > > This is different from HL1 where the FPS and ticrate were one and the > same thing (with sys_ticrate setting the maximum). I can't really see > why they decoupled them in Source, so maybe there is more to it than this. > > Your tickrate and sv_maxupdaterate should probably be equal. If your > tickrate is greater than sv_maxupdaterate then clients won't be able to > take advantage of the additional ticks, and if tickrate is less than > sv_maxupdaterate then as you say the tickrate would apply a cap to the > effective maximum updaterate. > > In my experience, CS Source with the default tickrate 33 is unplayable - > bullets just don't register properly. The other half of the problem > though, is most clients get <100 video FPS in Source. I have a pretty > good PC (with a PCIe X800-XT) and it still drops to <30fps sometimes > (particularly on maps like de_aztec, de_compound and de_port - maps with > large open spaces). It doesn't matter how high the server's tickrate, > FPS and sv_maxupdaterate is if your client is doing <30 fps. > > It also doesn't matter how high your rates are if there are other > players in the server with low rates, you will have trouble hitting > them. Because they are updating the server with their position less > often, they can walk around a corner and kill you before you have time > to react. > > Also I have noticed that even with cl_updaterate and the server's > sv_maxupdaterate and tickrate set to high values, e.g. 166, my client > can't seem to do more than 80 updates/sec in each direction. I'm not > sure if this is an engine limitation or network related. > > There seems to be issues with the client side prediction of user inputs > in Source as well, which was never a problem in HL1. With cl_smooth 1, > my client jerks around something awful (indicating client prediction > errors), and higher rates magnify the problem. Setting cl_smooth 0 seems > to improve matters (though logically one would expect the opposite > effect). > > /end spiel > > -Simon > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > --
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