Definitions and Examples
Terms and Tweaks
First off, turn on netgraph to get an idea what your current
setup is. Type net_graph 3 at your console, and you will
see several items on your bottom right.
Rate [1-20,000]. Rate is the variable that allows us to
'cap' the amount of bandwidth that we use in communicating with
the server. Cable and DSL users should look to setting this at
the server's max (camelot, lyonesse and specialst are all set
with a sv_maxrate of 7000)..... 56Kers should be setting this
to their connection speed, usually around 3500. This variable
ties in with the next 2 variables I will discuss, and are the
most important factors in your connection stability and experience.
cl_updaterate [1-99]. This variable is the one that controls
how many times you request an update from the server. This update
includes such things as player positions, bullets shot, scores,
etc. The higher cl_updaterate is set the "smoother"
your game play, since it reduces delay. However, if you set this
variable too high you will increase loss. Loss is,
if packets are lost on their way to the client. Use netgraph and
adjust cl_updaterate until you have a loss of 0-5.
cl_cmdrate [1-99]. This variable controls how many times
you update the server with your own info. This ties in with you
rate and cl_rate settings, and if set incorrectly causes packets
to be lost, or not sent at all. As with cl_updaterate, your rate
and cl_rate must be high enough for you to send all of the packets
that you are telling your client to send. For example, a high
value will reduce the delay between the time of your mouseclick
(+attack) and the arrival of this command at the server. So you
can react faster with a high value. But a low value also has it's
advantanges. The delay grows a little bit, BUT your recoil will
decrease. REALLY! This is caused by the higher delay, so it's
not like spraying - there's more time between the shots in cause
of the delay. But in my opinion a good reaction is better than
a lower recoil (it's only reduced in the beginning of your spraying,
the first five shots or so). So use a high value. Use netgraph
and adjust cl_cmdrate until you have a choke that
is as low as possible.
cl_lc (lagless client). This is the setting that controls
wether the server sends you 'current' info, or lag compensated
info. For example, if your ping is 200 ms, and you have cl_lc
set to 1 (on), then the info that the server sends you is compensated
for (delayed), so that it appears that you are current with the
other players on the server. If you have a really low ping (50ms
or less) then you won't notice the difference between real time
and lag compensated, and it is best to turn this off by setting
it to 0. Some players believe that turning on cl_lc with too low
a ping with actually cause problems, and it makes the server do
extra work, so all you LPBs can just turn it off.
cl_lw (lagless weapon). This is similar to cl_lc, except
it controls your weapon's lag compensation. If this is on (1),
then as soon as you press the trigger, your gun fires. Unfortunately,
that is only how you see it, because you are not getting confirmation
from the server that your shot was sent, and received. This is
good for high pingers, as you wouldn't want to have a 300ms delay
between pulling the trigger and seeing your gun fire. For players
with a low ping (50ms and below) however, you would want to turn
this off (0). That way, when you press the trigger, a command
goes to the server that says "Hey, I just fired a bullet".
The server then acknoledges this, and sends you back a confirmation
"shot acknowledged", and your weapon fires on your screen.
With a low enough ping, you wont even notice the delay between
pressing the trigger and seeing your gun fire, but your shots
will all be confirmed, and you can be sure that your shots are
really going where you think they are going, because you are seeing
them exactly as the server sees them.
Those are the big ones. Make sure you play around with these
settings until you get the perfect response from your system.
Ideally, you want the highest possible rate, cl_rate, cl_updaterate,
and cl_cmdrate, without seeing your ping increase, or your choke
or loss increase. Turning on and off the lag compensation wont
affect your ping, but will affect how you see the game. I would
suggest either turning them both off, or both on, but don't do
them independently.
Example
To set up your rate use the following formula:
Cable/DSL users = 7000
56K = 3500
To set up your cl_updaterate use the following formula:
[YOUR FPS] / X + [1] = CL_UPDATERATE
I think most players have 100 FPS. If you take 1 for the
X you get 100/1+1=101. If you take 2: 100/2+1=51, 3: 100/3+1=34
etc. So the player positions etc. will be updated every frame
(CL_UPDATERATE 101), every second frame (CL_UPDATERATE 51),
every third frame (CL_UPDATERATE 34) and so on.
To set up cl_cmdrate use the following method:
Increase the cl_cmdrate variable for as long as your
net_graph 3 shows minimal loss. If it gets too high then your
cl_cmdrate setting is too high as well.
cl_lc and cl_lw are both set as described above.
Note: Special thanks to SlightCrazed
and SteelSoul for writing parts of this tutorial.
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