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200 tick with 66 tick player rate IDEAS


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Robin955
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Join Date: Jun 2013
Old 11-08-2018 , 04:16   200 tick with 66 tick player rate IDEAS
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So i came across the 200 tickrate plugin for css and other srcds games made by same person who made the 100 tickrate plugin *plugin and plugin its an extention

Annyway, it does work, your server will run 200 fps&200 tick.

CMDrate for clients will run all from 120 to 200, tickrate is limited by source i think? annyone knows how you can bypass that for playerside ?

either way, does running your server 200 fps, improve performance? if you run 33 tickrate, your server is still running the default setting which is 66 FPS^ 66 Tickrate.

i noticed how running the same tick as the server for clients and rates in game, seems like the best solution so far.

But really, would running the server 200 tick, and players 66 tick be better than server 66 tick and players 66 tick? you can see your server fps ^ tickrate in net_graph 5 you see SV_66 or if 100 tick, SV 100

does annyone have a extention to run server 33 fps? 33 tickrate? so if you run 33 tick for clients it matches the server tickrate?
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.raM
Junior Member
Join Date: Dec 2017
Location: Dust2
Old 11-09-2018 , 00:49   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #2

Source runs best at 100 tick i wouldnt go over it, i was messing around with 200+ tick and it is useless since css cl_updaterate is locked client side no way to unlock it without hooking up (even that is questionable), there is no real benefit it running 200 tick you ll just waste resources...also u ll have bugged doors,props and breakables...
There is really no point in running 200 tick, i would avoid that seriously lol. I ran once at 500 ticks with 12 players so we all went to oblivion once cpu reached 98% ;)

to run 33 just specify -tickrate 33 and lock rates server side on 33

sv_minrate 33000
sv_minupdaterate 33.0
sv_maxupdaterate 33.0
sv_mincmdrate 33.0
sv_maxcmdrate 33.0

there is one more that locks cmd rate difference i forgot, but it is not really necess...

Last edited by .raM; 11-09-2018 at 00:51.
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Robin955
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Join Date: Jun 2013
Old 11-09-2018 , 05:48   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #3

does -tickrate 33 really work? im gonna have to test that.
most servers i find running 33 tick client side, the server runs 66 tick.

Edit, Eh no, putting -tickrate 33 in command line does Nothing. still 66 tickrate. tried on two servers that i already ran 100 and 200 tickrate, those are only activated with -tickrate in command line so there's no way i messed up the -tickrate in command line at all.

btw, server tickrate with net_graph 5, is the SV and if you have a css server (wmaybe this depends on game then) with 33 SV, feel free to give me an ip adress.

Last edited by Robin955; 11-09-2018 at 09:20.
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Robin955
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Join Date: Jun 2013
Old 11-09-2018 , 09:27   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #4

You need this if you want to lower your tickrate from default settings, adding -tickrate 33 does nothing without it and neither any other tickrate.

https://github.com/daemon32/tickrate...leases/tag/0.5
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Robin955
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Join Date: Jun 2013
Old 11-09-2018 , 09:41   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #5

and already, confirming that running the server 33 tick and client 33 tick, was a shitty experience, really bad. specially bhops are delayed bigtime.

33 client tick with server 66 tick, was better.

Now that higher server tick , seems to affect performance, i wonder if im gonna try 200 tick again or not for server and see if any improvements.
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.raM
Junior Member
Join Date: Dec 2017
Location: Dust2
Old 11-09-2018 , 10:15   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #6

Hey,

yes you need tickrate_enabler to run -tickrate command, i just presumed you have it already so i said to change - tickrate in startup only.

Again, avoid going over 100 tick, there is no real benefit and you will just overload your cpu, more over if you add store or vip and other stuff...100 tick is ideal for source. If client-side rates for css are locked on 100 max, running 200 tick means clients cant even benefit from it cause they can update on every second tick, the rest is waste...

Most of the servers in source now run what they call "100 tick" but they let clients in with cl_updaterate 20 and cl_cmdrate 20, so it is not full 100 tick unless clients specify rates themselfs, so these servers feel like 20 tick for most players that dont specify rates in autoexec.cfg, which is bad and gives game bad reg#rep

What you need to run smooth css server is rent with nfo and lock server at 100 tick meaning:

sv_minrate 100000
sv_minupdaterate 100
sv_mincmdrate 100
and lock cmdrate difference on 1

server will perform great and you will still have cpu space to play with.
If you run dm or gg, lower it to 66 tick cause there is too much action going on, your server cpu will skyrocket with 24+ ppl. If you run zm or 64 slot pub u can go to 33 tick but as you noticed, 33 is crap...specially if you bhop! ;)

Last edited by .raM; 11-09-2018 at 10:17.
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Robin955
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Join Date: Jun 2013
Old 11-09-2018 , 10:27   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #7

running a higher server tickrate than clientrate already proved to be a better performance

dont obey "confirmed facts" so easily will you, if 33 tick clients on server with 66 fps is smoother and more responsive than 33 client and 33 server, it proves having higher server tick improves performance

thats why i think its nice to test it atleast before making assumptions. clients 100 tick and server 200 tick seems like an idea to me.
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.raM
Junior Member
Join Date: Dec 2017
Location: Dust2
Old 11-09-2018 , 10:35   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #8

Dont worry i am not an obeying kind

The reason why i am fixed in my opinion here about sticking on 100 tick is cause i tested it all already, and run source servers for years...

Post your ip here once you are done setting up 200tick i ll check it out.

As you say performance is better on 200 tick, of course it is! But how many players you had connected to server when you tested 200 tick? If you are making server for less then 10 ppl then you can get away with running it on 200.

I still consider it waste cause this game is never meant to be played at that tick and cant unlock rates client side to have real benefit. Only benefit you ll notice is movement is smooth, so for bhop server thats great...

Last edited by .raM; 11-09-2018 at 10:36.
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sphinx
Senior Member
Join Date: Jun 2005
Location: E.U. / localhost
Old 11-10-2018 , 13:42   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #9

players fps must be >= server tickrate for smooth play and good reg.
otherwise there will be much interpolation on players side.
it is hard to believe that all players on a 200 tickrate server will sustain at least 200 fps all the time with cl_updaterate 200 and cl_cmdrate 200.
moreover, 200 fps is pretty useless on a 60 fps display.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 11-10-2018 , 14:17   Re: 200 tick with 66 tick player rate IDEAS
Reply With Quote #10

Like @sphinx said.
Tickrate 66 is more close to "fair gameplay", to get most players in server to be equal to each other.

Aaand this game engine has still horrible performance, player very quickly get low fps when there are lot of players in same server.
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