so in my server I have the following cfg
Code:
// [Networking, Rates]
// - Rates forced to 100 on Clients, for 100 Tick.
// - When using a different Tickrate, modify settings accordingly:
// 1. Change 100000 to (Tickrate * 1000) for Rate and Splitpacket.
// 2. Change 100 to (Tickrate) for Cmd and Update Rates.
// -----------------------------------------------------------------------
sv_minrate 100000 // Minimum value of rate.
sv_maxrate 100000 // Maximum Value of rate.
sm_cvar sv_minupdaterate 100 // Minimum Value of cl_updaterate.
sm_cvar sv_maxupdaterate 100 // Maximum Value of cl_updaterate.
sv_mincmdrate 100 // Minimum value of cl_cmdrate.
sv_maxcmdrate 100 // Maximum value of cl_cmdrate.
sm_cvar sv_client_min_interp_ratio -1 // Minimum value of cl_interp_ratio.
sm_cvar sv_client_max_interp_ratio 0 // Maximum value of cl_interp_ratio.
sm_cvar nb_update_frequency 0.014 // The lower the value, the more often common infected and witches get updated (Pathing, and state), very CPU Intensive. (0.1 is default)
net_splitpacket_maxrate 50000 // Networking Tweaks.
sm_cvar fps_max 0 // Forces the maximum amount of FPS the CPU has available for the Server.
sm_cvar sv_extra_client_connect_time 0.0001 // Force nondelta update OnPutInServer, can cause server lag suggest leave alone
sm_cvar net_maxcleartime 0.000001 //
net_splitrate 2 //
net_splitpacket_maxrate 100000 (tickrate * 1000) //
sm_cvar net_compresspackets 1 //
sm_cvar net_compresspackets_minsize 2324 //
when I am really close to the server with 10-40ms ping my game client will see and use the 100/s cmdrate and updaterate
players with the same ping as me or higher will complain that in net_graph they only see 74/s and start to lag out
is this the servers fault or the players fault for not "keeping up" with the server
can server owners detect when a clients cmdrate and updaterate drop under a certain number and pause the game or put into the server console for example???