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CS Scripts - Site Infos
CS Scripts & Configs
Rate Ping Loss Choke interp and FPS
CS Rates, Choke and Loss Explained
Broadband quick start settings;
rate=10000 or <= sv_maxrate (bytes/sec limit from server) cl_updaterate=60 or = fps_max <= 100 > 20 (pack/sec requested from server) cl_rate=10000 or = rate (bytes/sec limit to server) cl_cmdrate=60 or = cl_updaterate (packets/sec sent to server) interp=0.1
Newbies: Press tilde"~" to get the console. Type "netgraph 3" in the console to see choke and loss data. Type "rate" to see the current rate. Type "rate=10000" to set the rate. All without quotes.
Choke: server too slow - you need to ask for less data or find better server.
Ok this is the final time I expect to have to answer this question, as it seems most people have NFI what they are doing or why they are doing it, when it comes to CS Netcode settings, rate and choke.
The first and most important setting is in actual fact server side, and no clients have any say on this number. This setting is called.
So if you set your rate above the sv_maxrate you can expect choke when things get busy and you are asking for more data than the server will let you have. There is no point having a rate above sv_maxrate.
Now the remaining Client Side settings that can have an affect on all of this are as follows.
rate is the number of bytes per second that the client is able to accept, when rate and sv_maxrate differ, the lower of the two will be used.
interp - frame interpolation ON/OFF. Since ver 1.6 this has been locked at the default 0.1. Type interp by itself to toggle off then on. The default is that it is on. Those with cheats may still be able to change this value.
fps_max - Sets the maximum frame rate that CS will try to display. Usually fps_max=100, for crappier graphic cards or computers fps_max=60. Set this to no more than 100 as any more is a waste/not possible.
cl_FlushEntityPacket - This error can be caused by having your cl_cmdrate and cl_updaterate set too high for the current rate. Your ping will go crazy and CS will hardly update at all causing weird problems. Try lowering the cl_updaterate and cl_cmdrate to 50, or 40. You might also try increasing the rate if you have a fast enough connection (as you increase the rate watch your loss, once your rate is too high you will get loss - lower the rate till you get no loss). With a frame rate of 60 and cl_cmdrate of 40 is still very playable. Down to 30 and you will start to notice a delay between you instruction and the result, ie when buying weapons for instance. The optimal cl_cmdrate and cl_updaterate would match the frame rate (what you set fps_max and fps_modem too).
choke - You'll probably experience some choke when things get busy, small amounts for a small time under 10 is ok. If it is consistantly going too high and effecting play, or it is present when there is nothing much happening then your cl_cmdrate and cl_updaterate are too high. Experiment and bring them down by 5, see how you like it and see how the choke goes. You'll notice your ping goes down as you lower the cl_updaterate and cl_cmdrate because you are taking the load off your connection, which is not necessarily a good thing if you don't get updated quickly enough!
To improve choke you can:
cl_rate is exactly the same as rate, except that it is the number that determines how much bandwidth the client can send to the server in bytes per second.
Quick Start Settings to Try
For the record here are my settings for a peak connection and peak machine:
Tweaked settings for a slower connection with an older machine with an older video card, say a 256K / 32K up slower ADSL link (which has inherent latency anyway) and a GEForce 2;
For users who can get 100 fps. This is all run on a BigPond Cable connection I don't share which is 1,000Kb down and 16Kb up, and my Computer is a Athlon 1800XP with 768MB of RAM and a Geforce4 4400, with a Intel Network Card and WindowsXP SP1.
The following resources were used to produce this article.
this article from: http://home.swiftdsl.com.au/~abcgi/action/articles/csrates.html