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RoboCop
4th February 2013, 10:54 PM
Tickrate


From Valve: During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.

When a client connects to a server, the clients Source Engine matches the SRCDS (Source Dedicated Server) tickrate that the client connected to.


Server tickrate 100 = Client tickrate 100
Server tickrate 66 = Client tickrate 66
Server tickrate 33 = Client tickrate 33

THE ONLY PLACE YOU CAN CHANGE THE TICKRATE IS VIA THE COMMAND STARTUP LINE.
NO, THERE IS NO WHERE ELSE, GOT IT?


SRCDS
Source Dedicated Server. The program you should be running and trying to optimise if you are here.

FPS
Frames per Second.

Client FPS
Is the number of times per second the game checks for inputs, either from keyboard/mouse and incoming game packets, basically any I/O operation.

Server FPS
Because there are no keyboard or mouse I/O's occurring, it only deals with how often the server checks for game packets.

fps_max
Sets an upper limit on the frames per second the server runs at. Default=300

sv_maxrate
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. sv_maxrate overrides the clients rate setting if sv_maxrate is less than the clients rate setting. Default=0 Maximum=30000

sv_minrate
The Minimum amount of data in Bytes per Second the server will send to the client. Conversely, the Minimum amount of data in Bytes per Second the Client can request from the Server. sv_minrate overrides the clients rate setting if sv_minrate is greater than the clients rate setting. Default=0


sv_maxupdaterate
The Maximum amount of Update per Second the server will send to the client. Conversely, the Maximum amount of Updates per Second the Client can request from the Server. sv_maxupdaterate overrides the clients cl_updaterate setting if sv_maxupdaterate is less than the clients cl_updaterate setting. Default=60

sv_minupdaterate
The Minimum amount of Update per Second the server will send to the client. Conversely, the Minimum amount of Updates per Second the Client can request from the Server. sv_minupdaterate overrides the clients cl_updaterate setting if sv_minupdaterate is greater than the clients cl_updaterate setting. Default=0

rate
The Maximum amount of Bytes Per Second the Client will request from the server. rate overrides the servers sv_maxrate setting if rate is less than the servers sv_maxrate setting. Default=(Depends Upon Clients STEAM Internet Connection Setting) Maximum=30000

cl_updaterate
The Maximum amount of Updates Per Second the Client will request from the server. cl_updaterate overrides the servers sv_maxupdaterate setting if cl_updaterate is less than the servers sv_maxupdaterate setting. Default=20

cl_cmdrate
The Maximum amount of Updates Per Second the Client will Send to the server. Default=30 Minimum=10 Maximum=100


NB: sv_maxupdaterate and cl_updaterate cannot cause more data to be sent to the client than the sv_maxrate and rate settings allow, or the servers, or most likely the clients actual available bandwidth allows. Choke occurs when either;


The servers sv_maxupdaterate causes the amount of bandwidth to exceed the bandwidth allocated per client by sv_maxrate or the total amount of bandwidth the server has access to,


Or


The clients cl_updaterate causes the amount of bandwidth required by the client to exceed the clients rate setting or the total amount of bandwith the client has access to.


http://forums.srcds.com/viewtopic/1094
http://web.archive.org/web/20120205021927/http://whisper.ausgamers.com/wiki/index.php/Tickrate (http://whisper.ausgamers.com/wiki/index.php/Tickrate)

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