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Optimizing rates
Created 27th October 2013 @ 13:05
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Hello guys, I would like to know if there’s a way to optimize my rates settings. I have a 100MB optical fiber network.
My rate settings are these:
cl_cmdrate 66
cl_interp 0
cl_interp_ratio 1
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 66
rate 60000
Thanks in advance for your attention :)
Last edited by scatmo,
You don’t need to change anything, you have correct rates.
You could play around with your interp a bit, depends if you use projectile or hitscan classes more.
I’ve changed cl_interp to 0.03 and cl_interp_ratio to 2. I’ll see if these are good changes.
Here’s a complete explanation for entity interpolation in case you’re the curious type
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
cl_interp literally pointless, because cl_interp_ratio already does it’s job more safely and efficiently. Your current cl_interp 0.03 doesn’t do anything, because your interp_ratio/updaterate already sets it to 2/66 which is bigger than 0.03 and already “optimal”.
I’ve heard vague rumors about setting cl_interp “0” causing it to default back to “0.1”, but I can’t confirm that. For safety, I would set it to something tiny but finite (anything smaller than 1/66 shouldn’t do anything).
Last edited by Schmuse,
Indeed cl_interp 0.03 was bad, changed to my default one, but couldn’t change cl_interp_ratio to 2 and I think that this is impossible to do because it does not allow me to change the value.
Last edited by scatmo,
Quoted from Schmuse
Here’s a complete explanation for entity interpolation in case you’re the curious type
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
cl_interp literally pointless, because cl_interp_ratio already does it’s job more safely and efficiently. Your current cl_interp 0.03 doesn’t do anything, because your interp_ratio/updaterate already sets it to 2/66 which is bigger than 0.03 and already “optimal”.
I’ve heard vague rumors about setting cl_interp “0” causing it to default back to “0.1”, but I can’t confirm that. For safety, I would set it to something tiny but finite (anything smaller than 1/66 shouldn’t do anything).
People just “abuse” cl_interp 0 because the game sees that it’s a bad value as it’s lower than cl_interp_ratio/cl_updaterate, so it resets it to cl_interp_ratio/cl_updaterate.
Quoted from AnAkkk
People just “abuse” cl_interp 0 because the game sees that it’s a bad value as it’s lower than cl_interp_ratio/cl_updaterate, so it resets it to cl_interp_ratio/cl_updaterate.
What’s there to abuse? I quote from source developers:
This is the relation between snapshot rate and view interpolation delay is the following:
interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )
“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.
Quoted from fanny_filth
[…]
What’s there to abuse? I quote from source developers:
This is the relation between snapshot rate and view interpolation delay is the following:
interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )
“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.
I think he might have meant “abuse” in a different way.
Meaning that people use cl_interp 0 as a quick shortcut to set their interp to the correct value.
Quoted from fanny_filth
[…]
What’s there to abuse? I quote from source developers:
This is the relation between snapshot rate and view interpolation delay is the following:
interpolation period = max( cl_interp, cl_interp_ratio / cl_updaterate )
“Max(x,y)” means “whichever of these is higher”. You can set cl_interp to 0 and still have a safe amount of interp. You can then increase cl_updaterate to decrease your interp period further, but don’t exceed tickrate (66) or flood your connection with more data than it can handle.
What the wiki doesn’t say is that the game will always get the interpolation from the cl_interp cvar.
cl_interp_ratio just acts as a limiter for the cl_interp cvar, the cl_interp value will change automatically based on cl_interp_ratio (if too low).
Quoted from kindred
[…]
I think he might have meant “abuse” in a different way.
Meaning that people use cl_interp 0 as a quick shortcut to set their interp to the correct value.
That, too.
Last edited by AnAkkk,
let’s say I want lowest delay with projectiles, and best connection settings for bad net (for hitscan), (not together, 2 different settings).
you can’t change rates while alive
Quoted from AnimaL
you can’t change rates while alive
I know, but I can if I go to spectate. and I will have to executable cfg’s for it.
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