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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
>
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