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[L4D2] High player count network settings


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tiphong
Member
Join Date: Aug 2022
Location: Taiwan
Old 07-30-2023 , 21:47   [L4D2] High player count network settings
Reply With Quote #1

Hi, I have a 8vs8 server. I am a little confused about the rate setting as there are many option. It is 100 tick and the tickrate usually fluctuates quite a lot, especially during moments of a lot of action like molotovs, CI and shooting. The tickrate can sometimes drop to 30 or below which can be a little annoying some times. What are the most optimal settings to maintain 100 tick or perhaps it is just a hardware issue or just the nature of high population server, ( i had played in servers such as 10v10 versus server and 18 player coop server, the tickrate was very good).

My rate settings

PHP Code:
sm_cvar sv_minrate 5000                    
sm_cvar sv_maxrate 100000                    
sm_cvar sv_minupdaterate 10                  
sm_cvar sv_maxupdaterate 100                  
sm_cvar sv_mincmdrate 0                    
sm_cvar sv_maxcmdrate 100                    
sm_cvar sv_client_min_interp_ratio 
-1         
sm_cvar sv_client_max_interp_ratio 5          
sm_cvar nb_update_frequency 0.065       
sm_cvar net_splitpacket_maxrate 50000    
sm_cvar net_splitrate 1
sm_cvar fps_max 0 
Can someone reccommend some good setting please, I use translator so it can be hard for me to understand documentation

Last edited by tiphong; 07-31-2023 at 07:07.
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 07-31-2023 , 16:55   Re: [L4D2] High player count network settings
Reply With Quote #2

My cfg settings

PHP 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.
// ----------------------------------------------------------------------- 
sm_cvar sv_minrate 100000                     // Minimum value of rate.
sm_cvar 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.
sm_cvar sv_mincmdrate 100                     // Minimum value of cl_cmdrate.
sm_cvar sv_maxcmdrate 100                     // Maximum value of cl_cmdrate.sm_cvar net_splitpacket_maxrate 30000         // Networking Tweaks.

// Tickrate÷2 * 1000
sm_cvar net_splitpacket_maxrate 50000         // Networking Tweaks.

// Client can adjust lerp to 0.0
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 fps_max 0                             // Forces the maximum amount of FPS the CPU has available for the Server.
sm_cvar nb_update_frequency         "0.014"        //Update interval of the bots (Seconds).

// Some tweaking
sm_cvar mp_autoteambalance 0                  // Prevents some shuffling.
sm_cvar sv_unlag_fixstuck 1                   // Prevent getting stuck when attempting to "unlag" a player.
sm_cvar sv_maxunlag 1                         // Maximum amount of seconds to "unlag", go back in time.
sm_cvar sv_forcepreload 1                     // Pre-loading is always a good thing, force pre-loading on all clients.
sm_cvar sv_client_predict 1                   // This is already set on clients, but force them to predict.
sm_cvar sv_client_cmdrate_difference 0        // Remove the clamp.
sm_cvar sv_max_queries_sec_global 10
sm_cvar sv_max_queries_sec 3 
sm_cvar sv_max_queries_window 10
sm_cvar sv_player_stuck_tolerance 5           
sm_cvar sv_stats 0                            
// Don't need these.
sm_cvar sv_clockcorrection_msecs 25           // This one makes laggy players have less of an advantage regarding hitbox (as the server normally compensates for 60msec, lowering it below 15 will make some players appear stuttery 
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tiphong
Member
Join Date: Aug 2022
Location: Taiwan
Old 07-31-2023 , 22:48   Re: [L4D2] High player count network settings
Reply With Quote #3

Quote:
Originally Posted by HarryPotter View Post
My cfg settings

PHP 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.
// ----------------------------------------------------------------------- 
sm_cvar sv_minrate 100000                     // Minimum value of rate.
sm_cvar 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.
sm_cvar sv_mincmdrate 100                     // Minimum value of cl_cmdrate.
sm_cvar sv_maxcmdrate 100                     // Maximum value of cl_cmdrate.sm_cvar net_splitpacket_maxrate 30000         // Networking Tweaks.

// Tickrate÷2 * 1000
sm_cvar net_splitpacket_maxrate 50000         // Networking Tweaks.

// Client can adjust lerp to 0.0
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 fps_max 0                             // Forces the maximum amount of FPS the CPU has available for the Server.
sm_cvar nb_update_frequency         "0.014"        //Update interval of the bots (Seconds).

// Some tweaking
sm_cvar mp_autoteambalance 0                  // Prevents some shuffling.
sm_cvar sv_unlag_fixstuck 1                   // Prevent getting stuck when attempting to "unlag" a player.
sm_cvar sv_maxunlag 1                         // Maximum amount of seconds to "unlag", go back in time.
sm_cvar sv_forcepreload 1                     // Pre-loading is always a good thing, force pre-loading on all clients.
sm_cvar sv_client_predict 1                   // This is already set on clients, but force them to predict.
sm_cvar sv_client_cmdrate_difference 0        // Remove the clamp.
sm_cvar sv_max_queries_sec_global 10
sm_cvar sv_max_queries_sec 3 
sm_cvar sv_max_queries_window 10
sm_cvar sv_player_stuck_tolerance 5           
sm_cvar sv_stats 0                            
// Don't need these.
sm_cvar sv_clockcorrection_msecs 25           // This one makes laggy players have less of an advantage regarding hitbox (as the server normally compensates for 60msec, lowering it below 15 will make some players appear stuttery 
Thanks!
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KadabraZz
Senior Member
Join Date: May 2020
Old 08-19-2023 , 10:46   Re: [L4D2] High player count network settings
Reply With Quote #4

For some reason these commands make my server not appear in the list of servers in the steam group. Just sharing because someone might be going through the same thing as me.
Code:
sm_cvar sv_max_queries_sec_global 10
sm_cvar sv_max_queries_sec 3 
sm_cvar sv_max_queries_window 10
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