When sv_maxrate is set to w/e reasonable, for sake of the convo lets say its 
60000, and the client has a large value set like: rate 1000000 network packets 
get very small ~64 byte etc, which makes that the server is pumping out mainly 
packets, but not much data. Unfortunately, that influences the other players as 
well. 

I agree that the rate setting will limit the data transfer, and with any normal 
values it will work. I have no idea why OB servers gets influenced so much by 
it. I just observe that it is so.

On the +66 settings, it also does influence. Unfortunately valve has not heard 
of sanitizing input to variables on the client. The + values are used for a 
number of things by players:
- avoiding ping kicks, for the ping calculation goes wrong
- arbitrarely adjust rate settings. 
The + sign is somehow interpreted badly by the game engine and results in a 
negative effect.
and "but a + sign should be valid if the parser is smart" ... I lolled.

The server rate settings work if the rates on the client are set "normal", 
without the high rate 1M setting or the + values.  If such players are on your 
server, the rate value needs to be higher and the server performance is less.

And I'm really not telling anything new.

and anyways, for clients I advise:

// full, good connection
rate 50000
cl_cmdrate 67
cl_updaterate 67
cl_interp 0.034
cl_interp_ratio 2.0

// half, mediocre
rate 30000
cl_cmdrate 33
cl_updaterate 33
cl_interp 0.064
cl_interp_ratio 2.0

// default, but better rate:
rate 25000
cl_cmdrate 30
cl_updaterate 20
cl_interp 0.100
cl_interp_ratio 2.0

default rate are 3500, 5000, 7500 and 10000, depending on the internet 
connection setting in steam client.



>________________________________
> From: hlds <[email protected]>
>To: 'Mart-Jan Reeuwijk' <[email protected]>; 'Half-Life dedicated Linux 
>server mailing list' <[email protected]> 
>Sent: Sunday, 8 April 2012, 15:37
>Subject: RE: [hlds_linux] Poor TF2 performance on a dedicated server
> 
>The rate is used to compute the time when the next update can be sent to a
>client. A a huge value means that the updates can be sent almost anytime.
>But the server won't send more than min(66, sv_maxupdaterate) updates to a
>client because it has only 66 frames per second, so a player can use
>9999999999999999999 for rate without problems (is something like:
>nextUpdateTime = currentTime + 0). Anyway you can limit the maximum value
>using sv_maxrate, so there's no need to kick players for this.
>
>Also the values for convars are retrieved as an int or as a double. If the
>convar has an invalid value (+50 or X50 or XyZ or whatever) then the result
>is 0 (but a + sign should be valid if the parser is smart, same like - is
>valid for negative values). Kicking players for this is silly when you can
>enforce the limits using sv_minrate, sv_maxrate, sv_mincmdrate,
>sv_maxcmdrate, sv_minupdaterate and sv_maxupdaterate.
>
>-----Original Message-----
>From: [email protected]
>[mailto:[email protected]] On Behalf Of Mart-Jan
>Reeuwijk
>Sent: Sunday, April 08, 2012 4:08 PM
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] Poor TF2 performance on a dedicated server
>
>...
>And put a plugin in that kicks players for:
>- client rate value over 100000 (over 100 k will make the packets from your
>server shorter and shorter up to a point where the packet data vs the
>content is bigger, yes even if you have sv_maxrate set)
>- rate values with a + in front (rate +50000, cl_cmdrate +66, cl_updaterate
>+66 etc)
>...
>
>
>
>
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