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Server.cfg

Posted: Sat 9. Feb 2019, 22:49
by Bino45
Hi,

Why in 2019 i look a server.cfg with this setup :

- cl_mincmdrate 30
- cl_minupdaterate 30


All computers can output 60 fps and broadband connexion can support a 66 updaterate average...

please setup yoru server.cfg command minupdaterate and cmdrate at 66, sync with server tick.

The minrate is OK but not cl_cmdrate et cl_updaterate.

Thx ;)

Re: Server.cfg

Posted: Sun 10. Feb 2019, 12:11
by Kernel
We discuss the values currently in our dev team, but I would be very interested in what you expect from this change?

Re: Server.cfg

Posted: Sun 10. Feb 2019, 19:36
by Bino45
Hi,

As default, the source engine setup netcode to some value are made for local gaming : 30000.20.30

All broaband connexion in 2019 can support 500K rate. The source limit is 1048576. If you set rate to 1048576 you say to the game "you can use 1Mb" and not "You must use 1 Mb".

Fix a bad limit rate like 30000 is looks like bridle your internet connexion.

Now talk about cmdrate, this is the number of command you send per second to the server. More than number/and setup is nearly tickrate more the game expérience is near the real estate game of server.

If the player sent not enough cmd/s the server must interpolate (calculate) the probably position of the player between two cmdrate. The interpolation position adds server charge proicessing.

Update rate ! is the numbers of update the player receive from the server. Bridle rate @ 30000 stop the server sending all positions (players and environment) to the player.

for a server to work at the top it takes 2 conditions :

- the players must be synchronized to the nearest tickrate server
- the player don't have to limit their bandwith

With the current xDSL and fiber connexion 99,9% of players should have a netcode setup to this :

- rate 1048576
- cl_cmdrate 66
- cl_updaterate 66
- cl_interp_ratio 1
- cl_interp 0

This is the MINIMUM conf to play in good conditions, and the server.cfg file in yours server conf is use to "force" this players conf to play correctly ;)

Re: Server.cfg

Posted: Tue 12. Mar 2019, 23:09
by Bino45
up ;)

Re: Server.cfg

Posted: Wed 13. Mar 2019, 15:39
by Kernel
Currently no change is planned. You can set the higher values for your client if you want, but we will not enforce the higher values for all players.

Re: Server.cfg

Posted: Sat 19. Dec 2020, 20:19
by Bino45
Hello !

Still no changes planned?

Not even trying 1 month with?
sv_minrate 75000
sv_maxrate 0
sv_mincmdrate 66
sv_maxcmdrate 66
sv_minupdaterate 66
sv_maxupdaterate 66

Re: Server.cfg

Posted: Fri 1. Jan 2021, 19:06
by Hooligan
nicely put together post Bino45, i made these changes to my local client

Re: Server.cfg

Posted: Sat 30. Jan 2021, 11:48
by forest_renegade
Hi, Bino. I know this is posted late - but I felt obliged to post on behalf of most player for which these settings would not be ideal.

2 Examples: you set rate to "1048576" and want to enforce this on all other players, when not all players have this connection.

1048576 B/S translates into a 8.388608 Mbit/s connection.

Most people in Europe have connections faster this, and usually even that much is not allowed by most servers.

Another example: cl_interp_ratio 1 - While this may be fine for a lot of players, this will not work for a lot of people.

Most people don't know how to take care of their local DNS caching (on the PC/MODEM/LOCAL SERVER), and even still use

the default DNS server provided by their ISP (they don't use 3rd party DNS servers such as from the OpenNIC project,

QUAD9, OpenDNS (owned by CISCO)). This can very often result in a significant amount of packet loss, and cl_interp_ratio

should be set to 2 (or even higher for connections which experience a high rate of packet loss).

So you cannot "force" all players to play under the same network settings.

That's like saying you want to force all cars to use the same tyre size, when the tyre size varies in proportion to the size of

the car. Or that all people should wear the same size clothes.

Each person has to customize their own connection and there are lots of good guides for doing this.

Warm regards

Re: Server.cfg

Posted: Wed 24. Feb 2021, 19:15
by Bino45
Hi,

Maxrate doesn't mean that you "force" your game to use 8Mb, but that you "allow it if needed" to use 8Mb.

So the correct value is sv_maxrate 0: so the player is free to put 125000 for example.

The important values ​​are the sv_min, namely:
- sv_minrate: set it to 50,000 for example because CSS in rush phase consumes around 40KB / s (in and out included).

sv_mincmdrate: 66 to be perfectly synchronized on a server running in tick66.

sv_minupdaterate 66: same as the previous point.

The problem is that this server is set in sv_min at 20000.30.20 which doesn't help players who have never touched the netcode to feel good.

I'm not even talking about those who stay in lerp at 100ms, there's such a lag between the impact and the position of the viewfinder with this setting ...

Especially since on other servers of this very active community the sv_min are good.

However the DM CS_office the sv_min are rotten. These are the ones from the original file.

I'm not asking much, just change the sv_min settings to 50,000.66.66 and see if the players are complaining for a while.

Believe me there will be no complaints;)

please admins: test this: /

Ciao

Re: Server.cfg

Posted: Mon 1. Mar 2021, 00:03
by forest_renegade
In professional/serious games they always use cl_interp_ratio 2 to make make up for packet loss and avoid shooting at

someone without hitting them (which is something we've all experienced).

As I said, even most gamers don't know how to properly take care of ANY of their DNS settings

(which are critical not only for packet loss, but also ping, jitter, and even being able to connect to the

server
(gaming or website) altogether)

Secondly, yeah: 8 mbps is your max supported connection, not what you're "forced" to use, but you were trying to impose the

server to use "- rate 1048576" - as quoted from your post, and most peoples' download is much faster than this.

Again, the tickrate set by the server dictates how often your PC receives information:

In short, and example of this is the following:

low tickrate increases delay of actions (so you're out of an enemy's sight as far as you know, but you still die. This is

because on his PC he can still see you, so lots of players are like, "WTF?!? HOW DID I DIE? CHEATER!").

high tickrate decreases delay of actions (so if you're out of an enemy's sight as far as you know. This most-likely means

your opponent can't see you either - so you're most likely safe).

Also, it doesn't make sense that most gamers have gaming screens (120/144/240hz) and play with a tickrate of 60...

Professional players usually play with MAX tickrate.

Anyway, dude - I'm not trying to be offensive - just trying to correct errors to avoid shitty gameplay for most players who

connect to 4played.de servers - because this, in my honest opinion, is the best way to avoid problems (which I had to put up with

myself, including cheating accusations, votekicks, etc).

Anyway - take care.

Regards.