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Pretty much the same as us really, we just go for 66tick, have tried 33 &
100, and 66 seems to be the sweet spot for least amount of problems (100tick
maybe more client issues as well though I often suspect).


On 4/27/06, Stuart Stegall <[EMAIL PROTECTED]> wrote:
>
> This is a multi-part message in MIME format.
> --
> [ Picked text/plain from multipart/alternative ]
> 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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> archives,
> >>>> please visit:
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> >>>>
> >>>>
> >>>>
> >>>>
> >>>> _______________________________________________
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> archives,
> >>>>
> >> please visit:
> >>
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>>
> >>>>
> >>> --
> >>> Biscuits
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> > --
> >
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> >
> >
>
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