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Those are our recommendations for competition servers, but we wish the
leagues would allow other cl_interp #s, but it's not up to us.

For public servers, we just cannot recommend 100 tickrate.  We just get
too many complaints door and other problems (since the September update
I believe). For pubs we just recommend 66 tickrate.

Whisper wrote:
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> This is what we do currently:
>
> Windows OS
> Kernel Timer Resolution 1000Hz
> 100 tickrate
> 600 fps_max
> 30000 sv_maxrate
> 5000 sv_minrate for small servers 7500 for 40 player servers
> 100 sv_maxupdaterate
> 0 sv_minupdaterate (because of that strange lag problem if the fps drops
> even for an instant and then goes straight back to 500fps)
>
> We enforce cl_interpolate 1 and cl_interp 0.1 with zBlock (We have to cater
> for users from 56Kbps to 24000Kbps connections who can be up to 4000KM away
> from the servers)
>
> We also enforce ranges of rate values on clients mostly so people are not
> blaming us for their shit house in game playing experience
> rate 6000 - 30000
> cl_updaterate 35 - 100
> cl_cmdrate 35 - 100
>
> As much as you may like to quote the official documentation, the reality
> does not always match what the official documentation says is supposed to
> happen i.e. bugs or "features" that remain undocumented.
>
> I for one would almost kill for a complete Game Packet, UDP Segment, IP
> Packet break down of SDRDS/HLDS client server communications along with the
> effects of changing various settings for highly optimised low latency
> lossless high speed LAN networks to the unoptimised slowest worst case
> scenario networks rather than using trial and error as the method for
> verifying the best for the circumstances settings.
>
> On 4/28/06, James Tucker <[EMAIL PROTECTED]> wrote:
>
>> I think the bigger issue is people not keep up to date with
>> documentation and updates, and meanwhile misunderstanding the netcode
>> in general. I moved away from this mailinglist for a long time due to
>> the continual pointless arguments of this nature. I think the
>> documentation is clear, if you read valves documentation in their
>> wiki, then read carefully what each cvar says as you type it without a
>> value.
>>
>> There are things I still see very commonly abused though (why I'm here):
>>
>> 1. There is no maximum to rate or sv_maxrate. Read the cvar docs and
>> compare to the cl_cmdrate/cl_updaterate cvar docs. Attention to detail
>> people, and don't read old CS 1.6 docs for advice on the Source
>> engine.
>> 2. cl_smooth is still being recommended set to 0 by many people - this
>> was fixed YEARS ago now (check the update logs), and the server does
>> cl_smooth 1, so if you have cl_smooth 0 on your client, your view WILL
>> DIFFER from the servers view.
>> 3. Optimising with client settings far from defaults is ALWAYS going
>> to seperate you from Valves internal testing procedures (how they
>> optimise the game) which will use some form of the defaults!
>> 4. rate and sv_maxrate are still being set to low by most people due
>> to these imaginary 'limits'. This causes choke. Beware setting them
>> too high causes loss. If you don't know the difference you need to
>> learn.
>> 5. cl_cmdrate is being recommended too high still. In the same way
>> that you don't set a server sv_maxupdaterate to 100 if the server is
>> doing 64fps on a 100tick setup, you don't set cl_cmdrate higher than
>> your average client fps if you don't want client generated choke
>> (which will drop bullets!).
>> 6. No accounting for protocol overheads - check the size of the real
>> data flow to and from your servers, there's some un-accounted for data
>> there than when you get a pile of clients running updaterates at your
>> tick, you'll start to use more data than you were originally expecting
>> - I've been recommending using 10-20% boundaries to my clients for
>> years anyway.
>> 7. Use QoS services to prioritize your data!
>> 8. 100 tickrate is above and beyond the call of duty. There are very
>> few humans who can quantize anything at 100Hz. Furhtermore, latency
>> flux is greater than 0.01ms in almost ALL cases of internet server,
>> therefore this is quite silly anyway, it's wasted data as the next
>> tick could well arrive before the last!
>> 9. cl_interp - I don't know how, after good references now have decent
>> pagerank and are referenced in a lot of core reference docs that
>> people don't get this yet. And yet there are now server side plugins
>> that lock you to cl_interp 0.01 - this only feels good if you set
>> cl_smooth 0, suprise suprise, because it's extrapolating, not
>> interpolating. At a client fps of 20-30 you might not even notice, but
>> it's there. The interpolation, prediction, and smoothing engines WORK
>> REALLY WELL, so leave them on, and as has been noted in the past, the
>> server generally runs them ALL, so for a server-client aligned world
>> view, you want to run them.
>> 10. cl_smoothtime is a capping value, like sv_maxrate and rate - they
>> don't affect anything until the controlled variable approaches the
>> value of the cvar. In other words, sv_maxrate 20000 generally does
>> nothing if you use cl_updaterate 10.
>> 11. dump net_graph! net_graph does not give you accurate values. I've
>> seen servers out there which register 0.1 loss permanently in
>> net_channels, and net_graph shows nothing at all. The client-server
>> consistency is heavily affected by this loss and many of you would
>> never find out whats causing it.
>>
>>
>> Locking variables does not solve any of the above problems. The
>> problems of the communities are:
>>
>> 1. Ego - players can't accept having a bad day.
>> 2. Sheep - players listen too much to random forum posts rather than
>> finding out real information - reading 'rate' and 'cl_updaterate' and
>> understanding in detail what the cvar documentation says and doesn't
>> say is a perfect example.
>> 3. Name clobbering - as there are common cvar names between cs 1.6 and
>> cs:s there is alot of clobbering of names and people read the wrong
>> documentation, what's worse is this has spread to the hl2dm
>> communities.
>> 4. HSPs / GSPs don't generally understand much better and often give bad
>> advice.
>> 5. Variables outside of workable settings should not be able to be
>> set. Setting cl_cmdrate < 10 no longer works. Setting rate really low
>> works really fine aslong as your server admin hasn't set moronic
>> settings and your client doesn't do something like cl_interp 0.01.
>> 6. Lack of cohesion in thinking - there are plenty of setups that will
>> feel smooth, if you're going to choose someones advice to follow,
>> follow all of it, not a part from here a part from there.
>> 7. Major leagues carry community thinking - some of the major leagues
>> have very incorrect settings which they are pushing out as "league
>> standards". Please, get some computer scientists or engineers to do
>> the real engineering work, inference without understanding is called
>> guessing.
>>
>>
>> On 26/04/06, Biscuits <[EMAIL PROTECTED]> wrote:
>>
>>> It would create more as well.
>>>
>>> On 4/27/06, Andreas Grimm <[EMAIL PROTECTED]> wrote:
>>>
>>>> and why ?
>>>>
>>>> -----Ursprüngliche Nachricht-----
>>>> Von: [EMAIL PROTECTED]
>>>> [mailto:[EMAIL PROTECTED] Im Auftrag von Hans Vos
>>>> Gesendet: Mittwoch, 26. April 2006 16:27
>>>> An: [email protected]
>>>> Betreff: Re: [hlds] Re: Server tickrate suggestions
>>>>
>>>> VALVE should just lock the tickrate on 66, would save us all a lot of
>>>> headaches.
>>>>
>>>> --
>>>> Kind regards,
>>>>
>>>> Hans Vos
>>>>
>>>>
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>>>>
>>>>
>>>>
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>>>>
>> please visit:
>>
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>>>>
>>>>
>>> --
>>> Biscuits
>>>
>>> _______________________________________________
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>>>
>> please visit:
>>
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>>>
>>>
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>> please visit:
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>>
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