Topic: Rates

Just curious what are your rates supposed to be set at?  Hear it's based off what you set your fps max but heard a couple different ways to set it.

Anyways, I'd appreciate it if before you press the "add reply" button, you could first ask yourself "is this a negative thing that I'm saying?"

Re: Rates

The reality is you want them as high as your computer, the server, and the connection between can permit, so there is no set answer. Interestingly, a couple months ago Valve updated HL1 and limited cl_updaterate to 102.

In case anyone cares, the "GUD" server has a max update rate of 121 (as per ANSL.cfg) and it ALWAYS runs over 121 fps, so the server can take full advantage of it.

Re: Rates

So does the same go for ex_interp?  Or if there's an easy way I can figure out what my stuff should be set at about that'd be nice too.

Anyways, I'd appreciate it if before you press the "add reply" button, you could first ask yourself "is this a negative thing that I'm saying?"

Re: Rates

ex_interp can't be lower than 1/fps. If you set it lower the game will auto up it. You want it low, but the problem with that is that people who have low cmdrates or packet loss (you or them) will cause them to appear to teleport. So you need to find a good balance.

Re: Rates

the teleporting is accurate, however.

Re: Rates

I think the interp setting carry over from source (besides from interp_ratio getting factored in) so your interp should be 1/updaterate.  If you set your interp to 0 the game should calculate it using that formula.  For NS I've heard to use my fps as cmd and half that as update rate, but I keep the cmd at 100 because that is what I think the server's tickrate is and I think any requests greater than that will be useless.  I still use half the cmd for update rate although I don't quite understand it, I don't get any problems and I think I may have looking into it and someone researched it enough for it to be right.

Source, on the other hand, I looked a lot into as I was having connection problems in that.  You want your rates both set to the server tickrate for that, and newer games like tf2 and l4d have the tickrates limited so it won't be too high.  Setting both to 101 will be overkill but allow you to get the max.  I've got a script somewhere that tells you what update rate the server has you using and you can use that to determine interp by using interpratio/updaterate.

Re: Rates

I wrote this like a month ago.


well ideal settings are

rate 20000 //"Evolve has maxrate 20k and thats max"
cl_updaterate 100
cl_cmdrate fps + 5
ex_interp 0 //"Needs to be in userconfig as it resets a lot"
cl_smoothtime 0 //"Removes the smoothing of prediction errors, ie when server poops and everything is off for a bit it'll take one update instead of a few but models will jerk though they will in the correct places."
cl_cmdbackup 2 //"Lower is good if you have stable connection and no packet loss. There's rarely a need to change this and when there is you will never have good rates."

what they do:
rate //Limits amount of data received, the size of each package
cl_cmdrate //How many times a second you send updates to server
cl_updaterate //How many times the server sends you an update a second (the higher number the less your client predicts but also the less the server predicts your movements.)
cl_cmdbackup //How many times you send each package, useful if you drop a lot of packets.
cl_smoothtime //Client doesn't smooth out server lag spikes. The server acts as if you have this set to 0.
ex_extrapmax //Apparently obsoleted.
cl_rate //Always set to 10000 or obsoleted. Unsure. As Valve removed it in CS1.6 and NS devs set it to 10000 NS2.0. It was how big in size the packets you sent to the server were. I'd guess it's always set to 10000. Meaning 56ks will frequently get upload choke.
ex_interp //0 is always optimal due to new engine changes, supposedly. Also this is how many updates/packets your client will go back to predict player movements. In NS things move very fast so less prediction is generally better, especially when you are a skulk going around a corner. However, on marines you may find a higher interp makes it easier to track aliens but higher also makes hit registration worse/more random. Lower interp on aliens does wonders for hit registration.


HERES WHAT TO DO
Type net graph 3 in console
Set all rates to:
fps_max //Highest sustainable fps you can get. i.e. if it goes to 70 during a firefight but 100 other times set it to 70.
Also if possible set your fps to one of these: 20, 25, 27, 37, 40, 50, 62, 71, 83, 100, 111, 125, 142, 166
cl_smoothtime 0
ex_interp 0
cl_updaterate 100
cl_cmdrate fps + 5
rate 20000
From here if you get choke, lower updaterate.
If you get a lot of red and yellow dots in the netgraph, lower updaterate.
If models chop, lower updaterate. (This is a matter of preference.)
If that doesn't work lower rate.
If that doesn't work lower cmdrate.
If that doesn't work, change ISP or move.



I could explain further but it's pretty fucking easy to exploit this once you know enough.

Re: Rates

if that doesn't work change isp or move

ftw

http://blackmage.org/bbs/src/1178738481965.gif

Re: Rates

fps_max 166?
i was using 125 because you said so
i'll have to try it

Re: Rates

Pyro wrote:

For NS I've heard to use my fps as cmd and half that as update rate, but I keep the cmd at 100 because that is what I think the server's tickrate is and I think any requests greater than that will be useless.

The server's tick rate is a couple hundred over that actually. Even on servers with < 100 tickrate, it doesn't hurt to send more as far as I can tell, they just get queued up anyway.

frylok wrote:

fps_max 166?
i was using 125 because you said so
i'll have to try it

111 or 125 is better (overall).

Re: Rates

tickrate != server fps

You sure you're talking about the tickrate?

Last edited by Pyro (2009-07-21 16:51:55)

Re: Rates

asmodee wrote:

111 or 125 is better (overall).

found that out the hard way sad

13

Re: Rates

can some one explain why rates(which are network commands) are associated with your max fps??
it just doens't sound reasonable. shouldn't they only depend on your connection?

Re: Rates

Mz wrote:

can some one explain why rates(which are network commands) are associated with your max fps??
it just doens't sound reasonable. shouldn't they only depend on your connection?

everything in the hl1 engine is associated with your fps. kinda.

but yeah, thats why setting it to 111 or 125 (or any of the other peaks/troughs) increases your pistol/lmg/runspeed/etc

Re: Rates

So for those of us who can't quite reach that fps, is there a lower peak we should know about?  Maybe somewhere in the 80-90 range?

Re: Rates

71-83, Cod has the whole list of better fpses listed up above... I still don't get it, but he's listed a couple fpses i've seen elsewhere tongue

Anyways, I'd appreciate it if before you press the "add reply" button, you could first ask yourself "is this a negative thing that I'm saying?"

Re: Rates

agamemnon wrote:

So for those of us who can't quite reach that fps, is there a lower peak we should know about?  Maybe somewhere in the 80-90 range?


90 is probably your next best bet.

http://www.unknownworlds.com/ns/forums/ … opic=97790

Re: Rates

the main thing to note is that choppy and teleporting models isn't necessarily a bad thing.

Re: Rates

agamemnon wrote:

So for those of us who can't quite reach that fps, is there a lower peak we should know about?  Maybe somewhere in the 80-90 range?

you probably want 76, i think that one works for pistol, lmg, and bite and is pretty good for time. you could also sacrifice lmg speed for time and go with 83.
http://www.unknownworlds.com/forums/lof … 97790.html

Last edited by beowulf (2009-07-24 13:35:36)

Re: Rates

At what point do you think rates are exploitative?

30 cmdrate?

RAGE

Re: Rates

well interp is limited, and so is overall rate now?

Asmo said that the point of rates being explotative is when you have rate changes bound moving keys so when you move a certain direction your rates change

http://blackmage.org/bbs/src/1178738481965.gif

Re: Rates

That Annoying Kid wrote:

well interp is limited, and so is overall rate now?

Asmo said that the point of rates being explotative is when you have rate changes bound moving keys so when you move a certain direction your rates change


It can be exploited in other ways too, but that's probably the best... If you're an alien, make yourself laggy until you're close, then turn them up to reg or something. But just keeping them too low (or even too high) can be beneficial to the 'lagger' as well.

Re: Rates

asmodee wrote:
That Annoying Kid wrote:

well interp is limited, and so is overall rate now?

Asmo said that the point of rates being explotative is when you have rate changes bound moving keys so when you move a certain direction your rates change


It can be exploited in other ways too, but that's probably the best... If you're an alien, make yourself laggy until you're close, then turn them up to reg or something. But just keeping them too low (or even too high) can be beneficial to the 'lagger' as well.

The reason I ask is that I noticed a slot holder playing a couple days ago with the name "lagger ...." and he had a 30 cmdrate yet 70 ping.  He was chopping all over the place.

I didn't do anything about it at the time.

RAGE

Re: Rates

Invidious wrote:
asmodee wrote:
That Annoying Kid wrote:

well interp is limited, and so is overall rate now?

Asmo said that the point of rates being explotative is when you have rate changes bound moving keys so when you move a certain direction your rates change


It can be exploited in other ways too, but that's probably the best... If you're an alien, make yourself laggy until you're close, then turn them up to reg or something. But just keeping them too low (or even too high) can be beneficial to the 'lagger' as well.

The reason I ask is that I noticed a slot holder playing a couple days ago with the name "lagger ...." and he had a 30 cmdrate yet 70 ping.  He was chopping all over the place.

I didn't do anything about it at the time.

a low cmdrate alone should not cause chopping. and 30 is quite enough anyway.