128 Tick Server?

Started by Sli, September 17, 2015, 10:47:58 AM

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Sli

Hi Guys, just thought I'd post re: the 128 tick server.. reg on it is fantastic however I don't know if any of you have noticed but the stuttering/choppiness on 90% of the players (especially last night) is enough to give you a headache! :). I believe this is caused by low FPS on the clients machines (I think this is one of the reasons valve won't make MM servers 128tick) as opposed to players using low rates (however setting rates high on machines which cant handle it would cause awful lagg and play).

I wondered whether it would be a good idea to have a poll of average in game FPS just to see if this is a contributing factor? my average pre this update was 300 FPS never dropping.... now its all over even below 100 :(

For those who don't really play with these things I'll add a little rate guide ( which I stole ^^) I'll assume that most people are now on over 24mb connections:
Defaults:
rate         80000 - Maximum Download Bandwidth in byte per second. (Never go lower than 80000, most competitive players float around 108000 > 128000
cl_cmdrate  64      - Maximum Command Packets per second, sending to the Server. This must be in line or LOWER than your FPS (if not your game will reg / game will suffer)
cl_updaterate  64     - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate.
cl_interp    0           - This will auto set based on cl_interp_ratio and cl_updaterate
cl_interp_ratio 2          


If you get FPS over 130 consistently during busy games then there is no reason these settings shouldn't be used: (I use these)
rate         128000  // def. 80000 - Maximum Download Bandwidth in byte per second. (Never go lower than 80000, most competitive players float around 108000 > 128000
cl_cmdrate     128  // def. 64      - Maximum Command Packets per second, sending to the Server. This must be in line or LOWER than your FPS (if not your game will reg / game will suffer)
cl_updaterate  128  // def. 64     - Maximum number of Update Packets per second, received from the Server. Gets adjusted by the Servers TickRate.
cl_interp        0  // def. 0           - This will auto set based on cl_interp_ratio and cl_updaterate
cl_interp_ratio  2  // def. 2          
fps_max 300

If your FPS is under 128 but above 90 consistently:
rate         128000  // def. 80000
cl_cmdrate     90  // def. 64    
cl_updaterate  90  // def. 64  
cl_interp        0  // def. 0        
cl_interp_ratio  2  // def. 2
       
If your FPS is under 70
rate         80000  // def. 80000
cl_cmdrate     64  // def. 64    
cl_updaterate  64  // def. 64  
cl_interp        0  // def. 0        
cl_interp_ratio  2  // def. 2
       

I think you see where that is going?


//Public Games and MM
// cl_interp_ratio 2

//Lan / Competitive (not match making this really needs a great connection)
// cl_interp_ratio 1  


Hope these are of help to people!

TeaLeaf

TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

Sli

Quote from: TeaLeaf;403898Which server?

Oh I might be confused Tealeaf, I've been playing on a 128 Tick server which I assumed was dMw? Temp server or some sort. Not really re: server issues more the fact peoples player movements seem stuttery on it which I assumed was client side fps (which seemed more likely as some users was absolutely fine in player moments).

Jamoe

We have a few so to clear that up see below :)

dMw Servers:  Meathook: CS:GO and Boomer: CS:GO

Temp Server provided by Uni: 85.236.100.75:28215 - See http://www.deadmen.co.uk/forum/showthread.php?41601-Temp-CSGO-Server-setup

Temp Server provided by pnuts:
fetchnet.co.uk:27015 (-=[dMw]=- dMw Setebos CS:Go Public - 128 tick) - See http://www.deadmen.co.uk/forum/showthread.php?41578-Pnuts-Test-Server

Blunt

We were playing on uni's Testingtons server last night and Tues.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.


uni

I can force a minrate of 80000 but the other settings although I can manage them people need to fix themselves. I have noticed this though and it is pretty nauseating watching players run from the spawn at the start juddering about all over the place. That patch like you though has really messed my game up, my fps was tanking last night.

Sli

Quote from: uni;403909I can force a minrate of 80000 but the other settings although I can manage them people need to fix themselves. I have noticed this though and it is pretty nauseating watching players run from the spawn at the start juddering about all over the place. That patch like you though has really messed my game up, my fps was tanking last night.

Ye that's what I meant Uni the server is fine with really good reg, but if we could have a poll of average fps on here maybe we could help people adjust rates accordingly :)
Forcing them server wide could cause issues imo however it would be a good test to see if the jitter changes for most players? (sv_minrate, sv_mincmdrate, and sv_minupdaterate) maybe setting rate 10400 cmd 80 up 80.

I think that patch has royally screwed up a lot of peoples fps though.

SLoWHaND

//RATES
rate "128000"
cl_cmdrate "128"
cl_updaterate "128"
cl_interp "0"
cl_interp_ratio "1"

These are my settings I havnt suffered any fps issues usually knocking around 250>300 sometimes lower but that is usually map dependent.
Most folks on the server where stuttering around last night from my perspective.
[SIGPIC][/SIGPIC]

Blunt

I had some stuttery issues this evening.
 
FPS was around 125, certainly above 100 all evening.

On Inferno I got shot by Hunk at 2nd mid and froze for at least 5 secs with no kill message top right.

The disconnect message flashed briefly and then I was back spending.

Don't know whether it was server or me.
Regards
Blunt


People who blow things out of proportion are worse than Hitler.