Originally Posted by Bacardi
To the question, " what should these variables be? (sv_ rates) "
really depends about:
- map, how well it has made
- Max amount of players in server
- Some SM plugins, spamming extra data (chat messages, prop send, events, models, entities, etc. etc.)
- Server upload bandwidth
- Players with low PC performance (60 fps ?) or low ethernet bandwidth (How to recognize those ?)
- Players, can they use console and set rates by themself ? Common problem.
You get better view from in game graph, net_graph 5
In CS:GO, this is restricted to max 1 only. Need to uncap from server sv_max_allowed_net_graph
Because there is not exactly one real values to work for everyone,
in doubt, set rates higher as possible.
Thanks a lot for this information it complements what I've investigated.
I'm using AWS and it's pretty complicated to find the right settings to get no lag,
Explanation of the commands and server bandwidth values:
Server bandwidth Calculator:
This is about net_split*
Like Bacardi said, you can check on game if the settings are correct:
Using the netgraph to validate:
High tickrate and rate SRCDS FAQ [Eng]
I can't use tickrate enabler in L4D2 because I just have bandwidth for 20 players with 16000 of rate.
Sample of my rate conf for l4d2 coop:
//tickrate 93//gameframe(tick) using tickrate_enabler extension
sm_cvar fps_max 93//Running 250tick server at 30fps
//sm_cvar sv_minrate 0//Bytes per sec server will send to the client, should not be limited
//sm_cvar sv_maxrate 0//The Maximum amount of data in Bytes per Second the server will send to the client. Conversely, the Maximum amount of data in Bytes per Second the Client can request from the Server.
//4Incoming Packet Size - size of incoming packets from the server
//Measured in bytes, this shows the size of the current incoming data packet from the server.
//5Incoming data rate = (Average Incoming Packet Size) x (Inbound packets per second) / 1000
//6IN Packets Per Second - times per second your computer is receiving info from the server
//Update per Second the server will send to the client
sm_cvar sv_minupdaterate 93
sm_cvar sv_maxupdaterate 93// Both values limited by a test at your server
//7Outgoing Packet Size - size of outgoing packets from your computer
//Measured in bytes, the size of each packet sent to the server.
//9OUT Packets Per Second - times per second your computer is sending info to the server
//Update per Second the server will receive to the client
sm_cvar sv_mincmdrate 93
sm_cvar sv_maxcmdrate 93// Both values limited by a test at your server
//Loss - packets that are not reaching the server
//Loss should be 0 all the time. If you have loss, chances are you cant fix it at your computer.
//Choke - packets that failed sending to or from server
//Choke should be below 10 during mid round play, or there will be lag.
//Choke:To get the max upload at your tickrate you can disable the splitpacket queuing
sm_cvar net_maxcleartime 0.00001//bypasses the rate limits sv_ rate
sm_cvar net_splitrate 2//split, 0 don't, 0>parts, don't go higher than 2
sm_cvar net_queued_packet_thread 1//Use a high priority thread to send queued packets out instead of sending them each frame.
//The Maximum amount of data in Bytes per Second the server
//will send to the client, or the Client can request from the Server.
sm_cvar net_splitpacket_maxrate 30000// Max value for your players Max bytes per second when queueing splitpacket chunks // need experimentation with high latency players
sm_cvar nb_update_frequency 0.01//common infected collision is calculated
sm_cvar z_vomit_velocity 3400//fixes the boomer
Tickrate Enabler Post:
Credits to everyone at the forum! Thanks!
I really hope it would help!!