Hi, well judging from my experience with this specific cvar I really wonder how this is supposed to work LAGFREE
. Default = 30, meaning that in every common_infected wave 30 zombies materialize and appear AT SAME TIME on the screen.
To test the stability of the engine some weeks ago I changed the value to 40, 50, 80, and 100 on my local l4d srcds (8 player vs server). It was impossible to play when value was higher than 50. Lags when moving, all the common infected moved strangely, looked more like teleporting than moving and ping over 150
. setting value to 80 resulted in a ping of 200 while I was alone on my local server. Imagine this on a 16vs server ( I run such a thing). This creates monster lags for every player regardless of the distance between player and server. And no, my pc is neither crap nor old
(nvidia 285gtx). I have the feeling that the engine itself is the bottleneck. I had to set value back to 36 and increase the speed of common infected instead. This has the effect that they approach the survivors quicker than normal but the server stays lagfree.