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The counter strike source server uses a tickrate of 100 & team fortress 2 server ...

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Old 12-16-2007, 11:19 AM
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Exclamation [TF2, CS:Source] Fix your rates - TICKRATE

The counter strike source server uses a tickrate of 100 & team fortress 2 server uses a tickrate of 66. You will need to fix your rates if you experience lag or warping/skipping/stutter in-game.

Connect to your favorite game server [ Noob Gamers ] and type in console "net_graph 3" without the "quotes". After entering net_graph 3 in console look to your bottom right corner of the screen. There you are going to see the number of things, like fps (Frames Per Second), ping, choke, loss and game data information being sent and received from the server.



Look at the numbers that are inside the white box. Those numbers should be 100/101 for the cs:source server and 66/67 for the tf2 server. If the numbers you see are less than 100 for the cs:source server or less than 66 for the tf2 server. You will need to fix your rates to match the rates of either or both servers.

Go to your config.cfg and enter the cvar's below to fix your rates to one or both games.

C:\Program Files\Steam\steamapps\Login Name\team fortress 2\tf\cfg
C:\Program Files\Steam\steamapps\Login Name\counter-strike source\cstrike\cfg

In your config.cfg file you are going to have 2 of the cvars change them to the correct cvar setting.

Code:
cl_updaterate "20"
cl_cmdrate "30"
Client Settings for Counter-Strike Source 100 tickrate.
Code:
rate 30000
cl_updaterate "101"
cl_cmdrate "101"
cl_interpolate 1
cl_interp 0.1
cl_smooth 0
Client Settings for Team Fortress 2 - 66 tickrate.
Code:
rate 25000
cl_updaterate "67"
cl_cmdrate "67"
cl_interpolate 1
cl_interp 0.1
cl_smooth 0
Quote:
Originally Posted by Valve
During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.
You can read more about tickrate Tickrate - Whisper's Wiki

Last edited by NightLinks; 02-01-2009 at 01:17 AM.
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