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Server FPS has nothing to do with client fps. A client could have 500 FPS on a server that has 50FPS. The best way to keep 100 tickrate on the player is to have a good graphics card. If you FPS dips below 100, the tick/update will dip to that amount too.
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01-22-2010, 10:29 AM
(This post was last modified: 01-22-2010, 11:24 AM by pwnagecss.)
The tick is server side. The ping under net_graph increases when in fire fights.
To update: The actual problem is that the ping under net_graph increases whenever I throw nades and what not...So it looks like the nades are lagging across the screen when I throw them....
Any suggestions welcomed!
Thanks.
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The tick does not fluctuate you say. But when the server is to loaded to maintain stability does not the tick get affected?
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UPADTE: The lag is still there, it is not as bad as it used to be....I am assuming that it is the network?(I have 100 tick constant, the fps are stable, no loss/choke...)
Here is my server.cfg
fps_max 0
sv_lan 0
sv_maxupdaterate 120
sv_minupdaterate 20
sv_unlag 1
sv_maxunlag .5
sv_voiceenable 1
sv_airaccelerate 10
sv_allowdownload 1
sv_allowupload 1
sv_alltalk 0
sv_cheats 0
sv_friction 4
sv_gravity 800
sv_maxrate 25000
sv_maxspeed 320
sv_stepsize 18
sv_stopspeed 75
sv_timeout 65
sv_voicecodec vaudio_speex
sv_mincmdrate 30
sv_maxcmdrate 100
sv_minupdaterate 30
sv_maxupdaterate 100
sv_client_predict 1
sv_client_interpolate 1
sv_client_interp 0.01
sv_client_cmdrate_difference 30
sv_pure 2
zb_bunnyfix 1
decalfrequency 60
host_framerate 0
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the tickrate depends on the server fps, so if they are stable, the tickrate is stable as well. if there are lags desiped of stable fps, it's either the connection or the client. but client lags look different usually. during a network lag the client graphics is not entirly frozen, while client lags usually mean there are no images rendered anymore.