Hi,
First of all, I want to commend the great progress made in standardizing player interpolation settings.
However, there is one small step left—a minor optimization (but one with a huge impact):
The `sv_min` settings:
For a player to be perfectly synchronized with a 66-tick server, they need to send "their" info (inputs)—governed by `sv_mincmdrate`—66 times per second, AND the server needs to send game info—governed by `sv_minupdaterate`—to them 66 times per second.
You might ask: "But what about players with low-end setups who only get 45 FPS?"
It has no impact on them; if their game is running at 45 FPS, it will simply send commands 45 times per second. The same applies to receiving data: the server will send 66 updates per second, but the game will only process 45 of them, with the missing ticks being visually simulated.
Right now, your servers are using the default configuration:
`sv_mincmdrate 30`
`sv_minupdaterate 30`
Most players aren't aware of this aspect of CSS; they just install the game and play.
But this penalizes them de facto. Why?
Many PCs are now capable of running the game at decent frame rates.
For example: their game might run at 85 FPS, but since they don't know that CSS netcode requires manual adjustment, they just play with the default settings.
So, while their system is capable of sending 66 updates per second, their `cl_cmdrate` is set to the default 30 (or 20—I can't recall exactly), meaning their game sends "only" 30 updates per second. In short: setting sv_mincmdrate to 30 affects players generating 45 FPS just as much as those generating 85.
By setting these sv_min values to 66, you don't negatively affect anyone; on the contrary, you allow players who can generate more FPS than the tick rate to get the most out of the game. And you don't impact those with lower specs, since they are effectively limited by their FPS anyway.
I haven't checked all your servers, but the ones I play on don't have the optimal settings—namely:
sv_mincmdrate 66
sv_minupdaterate 66
Cheers
