You mean like fake the setting sorta like what sv_alltalk does sometime with
mods that use it? It wouldnt be hard to test, just see if its laggy with the
min set high and your client set low. :P

On Wed, Mar 4, 2009 at 6:03 PM, Nephyrin Zey <[email protected]> wrote:

> Yes i understand that, but what i'm saying is, if you force rate to
> 60000 client side i don't think it 'forces' them to reach that rate, it
> just forces them to have that as their 'target rate' even if they're not
> hitting it (ie due to net being too slow). Could be wrong though
>
> - Neph
>
> On 03/04/2009 05:44 PM, Matt 'mole' Ashton wrote:
> > I believe setting sv_minrate enforces the client to run _at least_ that
> > rate. So setting sv_minrate 3500 it shouldn't make a difference as the
> > server will still force the client to run at what you set the minrate to.
> >
> > The same for setting mincmdrate and minupdaterate, where the server
> forces
> > the client to take so many updates at minimum regardless of what the
> client
> > sets on their side.
> >
> > Or that's been my taking on the way it works at least.
> >
> > Matt
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Nephyrin Zey
> > Sent: 05 March 2009 01:29
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Default client rate settings and you
> >
> > That's a good point, though I'm not sure if minrate is 'minimum cvar
> > rate setting for client' or actually enforces the minimum rate that must
> > occur before they're kicked. If its the latter, finding a good rate to
> > enforce (i'd think nearer to 48000 would be appropriate) might help.
> >
> > - Neph
> >
> > On 03/04/2009 05:22 PM, DontWannaName! wrote:
> >
> >> What if we as server ops changed sv_minrate to 60000, wouldnt that fix
> it.
> >> Of course the people who dont have good connection wont do well with it
> >>
> > but
> >
> >> I dont know how many people that would affect.
> >>
> >> On Wed, Mar 4, 2009 at 5:13 PM, Nephyrin Zey<[email protected]>
> >>
> > wrote:
> >
> >>
> >>
> >>> <this post is about rate settings, not any bugs relating to rate or lag
> >>> that are going around, please keep those to their own threads>
> >>>
> >>> So last night in my TF2 server, one of my regulars was complaining
> about
> >>> 'the lag', and i asked him to open his console and type rate. '3500' he
> >>> reads to me. Well, no wonder.
> >>>
> >>> This is not the only time i've helped someone up their rate from 3500.
> I
> >>> also have a scrolling message in my 32x servers advising that you up
> >>> your rate from the normal max of 30000 to even higher. Right now, both
> >>> server and client rate settings have horrible defaults, and it is
> >>> causing lag for everyone.
> >>>
> >>> - rate seems to like to default to 3500 for some people, for some
> >>> reason. I've experienced this myself, no idea what causes it.
> >>> - 32x servers use way more than 30000 rate in heavy action, net_graph 4
> >>> + spectate makes this very clear
> >>> - Servers have net_splitpacket_maxrate set to 15000 by default, and
> >>> there's little documentation on this. This causes 'skips' when you
> first
> >>> happen upon a lot of action, as Tony documented.
> >>> - Since the l4d-networking-merge patch, either TF2 is using way more
> >>> bandwidth, or the way it's calculating rate is more aggressive. 30000
> >>> used to be enough for 32x (though it wasn't perfectly smooth), but now
> >>> its just plain laggy.
> >>>
> >>> So please, everyone make sure your rate/maxrate settings are proper,
> and
> >>> valve, please take a look at client rate defaults. I'm sure 90% of my
> >>> players are using rate 30000, and this is just a much laggier
> experience
> >>> than what you could be getting. The other 10% probably have either
> 10000
> >>> (and probably have long since learned never to join 32x servers due to
> >>> lag) or 3500. Neither of these is even for even a good 24x server, so
> >>> that sucks.
> >>>
> >>> - Neph
> >>>
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> >>>
> >>>
> >>>
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