Well, as long as the updaterate and cmdrate are the same or close to each-other 
and 30 or above, and 66 or below, with a "sane" rate, the experience will be 
good.
you hinted already: ping 100 or higher is really bad for experience 
(personally, I start to notice it on ping 60 and higher). But that's ping, 
nothing to do with these settings.

I agree that some servers have really bad configs in that regards for players, 
the min and max values are to allow a degree of freedom to gamers, not pushing 
them too far, and not allowing them to be too low. Or servers that have 10 
instances running on a dual core, with a cap limit by their hoster.

Unfortunately, there are also still a load of countries where dial-up is still 
the latest technology they know.

So while here in the west we have the luxury of good connection, a friend of 
mine in some east European country has to call his shaman bout everyday to get 
his ADSL router working for a measly 4096/256 Kbit.



>________________________________
> From: dan <[email protected]>
>To: Half-Life dedicated Linux server mailing list 
><[email protected]> 
>Sent: Thursday, 18 October 2012, 15:38
>Subject: Re: [hlds_linux] lagg problem on ubuntu 12.04
> 
>On 16/10/2012 11:56, Drogen Viech wrote:
>> Why can't you just leave the cmd- and updaterate alone? It seriously
>> pisses me of when people think "higher == better" - the default
>> settings of updating and sending 30 times per second are just fine.
>
>I'd say they definitely matter. There's no higher==better of course.
>I think they should be 66 - the tic rate of the server. So fixed values.
>
>Higher shouldn't, aiui, achieve anything. But is there any sane reason for 
>them to be lower? Unless there's
>some country with a significant dialup population (but their experience is 
>going
>to suck anyway) or if someone can show (in a robust way) that the lower values 
>make
>no difference.
>
>The point is, I don't understand why you can even change these values in the 
>first place.
>Why aren't they constants? And 66?
>
>The same with rate. <= 30000 and its anecdotally not as good. That's over 
>several
>thousand hours of playing. I can tell without looking if I join a server that 
>has either capped max_rate or
>forced it to a particular value compared with the client setting I have.
>
>But, equally, there are a set popular servers with sv_min_rate 90000 for some 
>bizarre reason, and they seem just as broken as
>the ones with it set low. (It's not clear whether their performance issues are 
>because they have hundreds of servers though or
>whether it's the actual config causing them)
>
>But, I don't really understand why the defaults are what they are.
>The defaults should be right in the sense that
>- There should be no need for servers to cap anything based up a feeling they 
>have that clients could break something if they don't. Or that without the 
>caps it would give some players an advantage over others if they aren't aware 
>of the client settings.
>- There should be no need for servers to change things today because the 
>defaults are years out of date.
>- This should apply to the client settings too. if I can change my settings 
>and get a better experience - especially if that gives an advantage or edge 
>over other players, then either the defaults are wrong and/or the fact these 
>settings are hidden is wrong.
>
>Although I'd tentatively agree with you that server admins pissing with them is
>one of the worst aspects of 3rd party servers it's not because they make them 
>bigger.
>It's usually the reverse.
>
>Especially now more of Valve's games are forcing matchmaking and, as we saw 
>last night, as
>Valve are trying to slowly hammer a wedge into the "punish you for leaving 
>early" initiatives.
>
>Join a server with sv_max_rate 25000 and I'll usually leave. Perhaps
>that won't affect mann up (but Valve's French servers are a performance joke 
>so  I  hope they aren't punishing
>anyone for leaving them) similarly there are umpteen admin foobars and no-nos, 
>halfwitted plugin use
>that the browser and (obviously matchmaking) does not tell you or let you 
>filter out before you join.
>
>Hence, it's no wonder lots of people leave games after finding themselves on a 
>server like that. Valve's French servers could barely manage 12v12 and cannot 
>run boot camp MvM - so I'm sure some of this will affect mann up servers.
>
>It would make sense if Valve are phasing out server browsing and having "you 
>must finish a game" initiatives, to improve the server matching so it takes 
>into account not just ping but these parameters too, and plugin use. A good 
>first step might be getting sane defaults in place if they genuinely aren't 
>sane now (and I would say anecdotally setting cl_updaterate and so on to 66 , 
>rate to 60000 and cl_interp to 0 (which gives you typically 30.0ms instead of 
>100.0ms but some server admins have managed to break this) is a much better 
>experience and an advantage over anyone who uses the defaults.
>
>So either I'm wrong or there are shedloads of badly configured servers out 
>there hurting the experience of their players and, obviously, Valve's client 
>defaults are not helping either.
>
>Perhaps the real issue is, no one has any real idea what the values should or 
>shouldn't be bar from their anecdotal experience from trying the client. And 
>the page written by valve talking about how the network compensation works 
>that touches upon some of this. Which sounds reasonable at first but, as 
>anyone who has played with a ping >=100 will tell you, in practise it is a 
>load of hot air. There is no compensating for a high ping or at least, Valve 
>certainly haven't implemented it - if your ping is high, the game sucks. I 
>believe that's equally true of these other values too like rate and cl_cmdrate 
>and so on - and that the better you are at the game the more sensitive you 
>will be to them.
>
>-- Dan.
>
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