I'm going to be refer to the 2 pages linked near the bottom. I don't have 2 posts so I can't link or mention websites, so figure it out.
If you look at area 9** of net_graph [2~4] there is solid line made up of yellow or black dots, yellow dots means you sent the server an update that tick. You will notice black dots on the net graph about every 1.5 seconds or 100 ticks. This is because 66 tick servers are actually 15ms* ticks equaling 66.666 continuous 6.
I suggest setting sv_maxcmdrate to 67***
The sv_mincmdrate is 15. 15ms server ticks means 60ms & 75ms delays between sending the server the data. Read* if you care to learn exactly why, but if a troll uses this setting players using cl_updaterate 66 will see them teleporting.
I suggest setting sv_mincmdrate to 33.333333 (source rounds to 33.333334) data will be sent to the server every 30ms, and not sometimes 45ms like cmdrate 33 will.
The sv_maxupdaterate is 66. Probably causes a stutter every 1.5sec as it skips from server snapshot x to server snapshot x+2 similar to what the cmdrate stutter.
I suggest setting sv_maxupdaterate to 67.****
The sv_client_min_interp_ratio is 1. I could set my cl_updaterate to 1000, the server will limit it to 66, but cl_interp_ratio calculates the interpolation time from the real value thus making my interp time 1ms if I wanted. min interp ratio is thus a completely useless cvar. Players with cl_cmdrate 60~66 would look completely smooth without interpolation on a 60hz monitor. Trolls using cl_cmdrate 15 would stutter/teleport as they are exterpolated (if you got an update where they were moving due north, but they changed direction within 66.6ms after that update (based on cmdrate 15) you would see them still moving north, when you get the next update they would teleport to their current position). On a complete opposite note I for exmaple have a 144hz monitor. I want players and entities to interpolate to my framerate of 144!. If I had a steady framerate of 300 I could interpolate for even more accurate player positions, even though they would never be shown on my screen. Some people swear by no (or minimal if you have to) interp time. I could only agree on servers that are appropriately configured for this, which I doubt there are any.
I suggest setting sv_client_min_interp_ratio to 0 as it is useless to restrict it & some players insist on no interp.
The sv_client_cmdrate_difference is 20. This is difference allowed in comparison with you cl_updaterate value. If I'm using cl_updaterate 66 I can set my cl_cmdrate to 46. That would be stupid because I will be interpolated by other players thus appearing 66fps smooth (unless they disabled interp), but my hitreg will be worse. On the other hand maybe somebodies computer sucks and only gets ~30fps, but they want their shots to be registered quicker, and their mic quality to be better. They should then use cl_updaterate 33.333333 (forced minimum) and cl_cmdrate 67.
I suggest setting this sv_client_cmdrate_difference to 34+
developer.valvesoftware.com/wiki/Source_Multiplayer_Networking*
developer.valvesoftware.com/wiki/TF2_Network_Graph**
The line stays solid yellow at cl_cmdrate 67. I doubt there are any negative effects of using 67 than something closer to 15ms or even exactly 15ms.***
Yes this will effect interp time. cl_interp_ratio needs to be set to atleast 3 to compensate for choke or loss. Why not 2 you may wonder because 2 would be 30ms, and you would have the update you just downloaded and the 2 others? because your cpu would have 0ms to calculate the interpolation, so naturally interpolation should be calculated in the time between updates. setting this to 67 instead of 66.666666 (source rounds to 66.666664) will knock about ~1ms of the 15ms between frames off the time for your cpu to interpolate which is no problem.****
On net_graph 4 I notice your var* is pretty high, on a full server normally 3~4ms. Your servers are kinda slow, and on somewhat rare occasions will drop from 66-tick. I don't expect you to upgrade.
The sv_minupdaterate is 15. If a player wants to stab a pencil in their ear so be it. That being said you could also increase sv_client_max_interp_ratio for the other ear.
If you do not agree with these changes please read and understand the 2 links, state why you disagree, then stab a pencil in your ear.
To summarize:
sv_maxcmdrate 67
sv_mincmdrate 33.333333
sv_maxupdaterate 67
sv_client_min_interp_ratio 0
sv_client_cmdrate_difference 32
If you look at area 9** of net_graph [2~4] there is solid line made up of yellow or black dots, yellow dots means you sent the server an update that tick. You will notice black dots on the net graph about every 1.5 seconds or 100 ticks. This is because 66 tick servers are actually 15ms* ticks equaling 66.666 continuous 6.
I suggest setting sv_maxcmdrate to 67***
The sv_mincmdrate is 15. 15ms server ticks means 60ms & 75ms delays between sending the server the data. Read* if you care to learn exactly why, but if a troll uses this setting players using cl_updaterate 66 will see them teleporting.
I suggest setting sv_mincmdrate to 33.333333 (source rounds to 33.333334) data will be sent to the server every 30ms, and not sometimes 45ms like cmdrate 33 will.
The sv_maxupdaterate is 66. Probably causes a stutter every 1.5sec as it skips from server snapshot x to server snapshot x+2 similar to what the cmdrate stutter.
I suggest setting sv_maxupdaterate to 67.****
The sv_client_min_interp_ratio is 1. I could set my cl_updaterate to 1000, the server will limit it to 66, but cl_interp_ratio calculates the interpolation time from the real value thus making my interp time 1ms if I wanted. min interp ratio is thus a completely useless cvar. Players with cl_cmdrate 60~66 would look completely smooth without interpolation on a 60hz monitor. Trolls using cl_cmdrate 15 would stutter/teleport as they are exterpolated (if you got an update where they were moving due north, but they changed direction within 66.6ms after that update (based on cmdrate 15) you would see them still moving north, when you get the next update they would teleport to their current position). On a complete opposite note I for exmaple have a 144hz monitor. I want players and entities to interpolate to my framerate of 144!. If I had a steady framerate of 300 I could interpolate for even more accurate player positions, even though they would never be shown on my screen. Some people swear by no (or minimal if you have to) interp time. I could only agree on servers that are appropriately configured for this, which I doubt there are any.
I suggest setting sv_client_min_interp_ratio to 0 as it is useless to restrict it & some players insist on no interp.
The sv_client_cmdrate_difference is 20. This is difference allowed in comparison with you cl_updaterate value. If I'm using cl_updaterate 66 I can set my cl_cmdrate to 46. That would be stupid because I will be interpolated by other players thus appearing 66fps smooth (unless they disabled interp), but my hitreg will be worse. On the other hand maybe somebodies computer sucks and only gets ~30fps, but they want their shots to be registered quicker, and their mic quality to be better. They should then use cl_updaterate 33.333333 (forced minimum) and cl_cmdrate 67.
I suggest setting this sv_client_cmdrate_difference to 34+
developer.valvesoftware.com/wiki/Source_Multiplayer_Networking*
developer.valvesoftware.com/wiki/TF2_Network_Graph**
The line stays solid yellow at cl_cmdrate 67. I doubt there are any negative effects of using 67 than something closer to 15ms or even exactly 15ms.***
Yes this will effect interp time. cl_interp_ratio needs to be set to atleast 3 to compensate for choke or loss. Why not 2 you may wonder because 2 would be 30ms, and you would have the update you just downloaded and the 2 others? because your cpu would have 0ms to calculate the interpolation, so naturally interpolation should be calculated in the time between updates. setting this to 67 instead of 66.666666 (source rounds to 66.666664) will knock about ~1ms of the 15ms between frames off the time for your cpu to interpolate which is no problem.****
On net_graph 4 I notice your var* is pretty high, on a full server normally 3~4ms. Your servers are kinda slow, and on somewhat rare occasions will drop from 66-tick. I don't expect you to upgrade.
The sv_minupdaterate is 15. If a player wants to stab a pencil in their ear so be it. That being said you could also increase sv_client_max_interp_ratio for the other ear.
If you do not agree with these changes please read and understand the 2 links, state why you disagree, then stab a pencil in your ear.
To summarize:
sv_maxcmdrate 67
sv_mincmdrate 33.333333
sv_maxupdaterate 67
sv_client_min_interp_ratio 0
sv_client_cmdrate_difference 32