11/12/2022 0 Comments Counter strike 1.6 commandsMost servers you will play on in North America won’t be able to calculate 100 frames per second this means that there is no way the server can send out 100 updates per second. Ideally, this is correct, but in reality is not very useful. The CAL server side config provides for an sv_maxupdaterate of 101, so one may conclude that your cl_updaterate should be set to 101. The best value for cl_updaterate is much more complicated. Personally, choke is the last thing on my mind. It has long been thought that the prescription for cl_updaterate was to start at 101 and work your way down until you receive and acceptable amount of “choke.†Choke can be viewed by using the command net_graph 3. €œcl_rateâ€: bytes/sec limit TO the server €œrateâ€: bytes/sec limit FROM the server €œcl_cmdrateâ€: Number of times per second client updates to the server I will explain the difference between unlag and interp later. "sv_unlag": Enables lag compensation for online play. If your server’s fps are now above 100, your server is boosted. If you have rcon to a server and want to check the current server fps, type rcon stats, to check if your server is boosted, temporarily set sys_ticrate to 10000 and issue an rcon stats command. High ticrate servers eat processing power, but gosh-darnit they are worth it! A player can really feel the improvement on a server that is consistently 200+ FPS, but most people will be in heaven at about 512. By default, your Half-Life server will average 64fps for Win32 based servers and 50fps for Linux based servers. To achieve high-ticrates your system must be using a high-resolution timer (or something else along those lines, server providers have their own ways this can be achieved by idling something like Windows Media Player). The more FPS the server handles, the better the registry and gameplay. Sys_ticrate is a measure of how fast commands execute on the server (“Frames Per Second†of the server), and it VARIES with the server's FPS rating. "sys_ticrate": Here's the big CVAR that impacts gameplay more than anything else. Note, setting the client’s “cl_updaterate†above the server’s “sv_maxupdaterate†value will not increase the amount of updates you receive. "sv_maxupdaterate": Specifies the maximum number of packets per second a server is allowed to send. Will force client's minrate up to the minimum if it is too low. "sv_minrate": Sets the "floor" for the lowest client minrate allowed. Most server CVARs have the prefix of sv_, but then there are a few that don't. Here is a list and explination of the CVARs: b) Which CVARs are for client and which are for Server. If you have any questions on my qualifications to make this FAQ, feel free to PM me.Ĭlient rates and server rates go hand in hand with how they interact with each other, so it is important to know: a) What CVARs do. I have seen a thread or two about the Network Rates in 1.6 and they have both had many errors leaving people with a skewed sense of what the rates really do. 1.6 Rates: The Correct Version - Part Deux
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