Announcement Hitreg fix

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The default settings for cs:s are
rate 30000,
cl_updaterate 20,
& 32 players.
The de_dust2 server uses sv_minrate 15000, sv_maxrate 75000, sv_minupdaterate 33, sv_maxupdaterate 66.
Many people change their updaterate to 66, but leave their rate 30000.
You may recognize my spray. The servers max rate is sometimes too low for 33 tick (not shown in spray). I know because I played with 33-tick and still had choke. (My fps was always 33+ [100+ always actually], important for testing choke)
The server has 2x the players and 3.3x the updaterate equaling 6.6x bandwidth required. 30000*6.6=198000.
A simplified equation for rate settings 46.875(tick)(maxplayers)*
I asked hell's gamers to increase their maxrate, and it fixed everybody's hitreg problems (the ones that actually increased their rate, because unfortunately they left sv_minrate to 15000, and I have not asked them to change it yet) They set their sv_maxrate to 0 (unlimited). That is not a good idea, because not only does rate limit network bandwidth limit, but also downloading files from the server. The max source allows is 1megabyte/s. If there are 20 open slots on their server a hacker could potentially be downloading 20 different instances using 20mb/s upload from the server's bandwidth (theoretically possible, never heard of this happening). 198000byte*64 players would equal 12.67mbyte/s.
To learn about source networking rate, & choke:
HTML:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
This applies to all of your 64 player 66 tick source servers*

Change CVARS to:
sv_minrate 198000
sv_maxrate 198000
 
Which server do you play on?
Mostly =(eGO)= DUST2 | NO AWPS AUTOS | CHICAGO | Edge-Gamers.com
173.234.28.9:27015
But also somtimes =(eGO)= ITALY | NO AWPS AUTOS | CHICAGO | Edge-Gamers.com
173.234.28.10:27015
Having the a high enough rate would apply to all source servers. tf2, cs:s, cs:go, etc
 
Can you tell me when these are in effect?

After you connect to the server you can check the valves of sv_minrate & sv_maxrate. I'm guessing it will probably be a couple days from now to 1 week. Just a guess

edit: I just hopped on they already fixed it! Thanks Christy you are the best!
 
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After you connect to the server you can check the valves of sv_minrate & sv_maxrate. I'm guessing it will probably be a couple days from now to 1 week. Just a guess

edit: I just hopped on they already fixed it! Thanks Christy you are the best!

Not changed yet on the TTT server, I wonder how it would work on the TTT server as thats where alot of ppl complain of hitreg issues.
 
Not changed yet on the TTT server, I wonder how it would work on the TTT server as thats where alot of ppl complain of hitreg issues.

Christy is part of the cs:s team. TTT is cs:go isn't it?
You can figure out what the rate should be. cs:go may require different bandwidth. type "cl_updaterate" it should report something similar to this
"cl_updaterate" = "66" ( def. "20" )
What you want to know is the default value. cs:s is 20.
type rate
"rate" = "10000000" ( def. "80000" )
errr 80000?**
Well that changes things haha.
forget everything I typed so far
Hop on the server and type "net_graph 3". There will be a bar graph looking thing. Make sure you are getting more fps than your cl_updaterate valve (yep if you're running 66 or 100 tick don't use v-sync unless your monitor refresh rate is higher) You will want to use the maximum cl_updaterate because that will stress the bandwidth.
ALSO> a stable framerate is better for hitreg than a higher variable framerate <VALVE SAID THIS
There will be numbers above the highest points in the graph. These are IN values (the amount in bytes that update/tick downloaded)
If you are running 66-tick (66 times a SECOND) for example you'd want to multiply the IN value by 66 to figure out the byte/SECOND.
lets just say I see a high value of 1500 on my graph, multiply it by 66 because I play on dust2 66-tick. that's 99,000 and the servers rate was only 75000, it's not going to send you the next update AKA choke. (if you'd like to learn what happens when you don't get an update whether the server is choking it or you lost a packet see the source networking page on valve's developer website I linked in the first post) but you pretty much know it ends in poor hitreg haha.

**when the server was really stressted I would get 30 maybe max 40 choke meaning 66-30=36 66-40=26.... 36~26 updates per second instead of 66 :(. Which is about half that's how I know double the rate of 75000 would fix the bandwidth choking. I guess cs:s default is 80000. Maybe it used to be 30000, or that's cs 1.6's setting, or maybe that's what alot of people recommend online for servers / user net settings. 30k is horrible for user settings you want as high as the server allows haha. Whoever recommend this for net settings obviously doesn't understand valve's networking page hahahaha. luckily there is a sv_MINrate (server forced minimum rate value). for people who don't know. Wouldn't make them laggy to anybody with good rate because uploading at 30000 is fine (maybe they gave out this rate so they'd own everybody else) HAHAHA
anyways check that choke value and compare the high IN valves on the graph multiplied by cl_updaterate (server tick essentially) compared to rate valve

Also if the server you play is 100-tick like alot of cs:go servers are can you check the values on the far left. should say top from bottom 100/s ~100/s ~100/s 100/s, or it may say 100/s ~66/s ~66/s 100/s. If those values are about 66 than the server is running 66 tick not 100 because windows high precision event timer HPET is not running! The server can either run windows media player in the background or run a handy program call ?scrdsboost?srcdsfpsboost? I don't remember exactly. The server needs to run it not you.

edit: ooops I forgot to mention. For a little while after & during spawning it needs to download alot. Choke is expected @ spawning after every round a little while maybe 10seconds. (should take longer for the bandwidth to catch up if the rate is too low so should take longer than normal if rate is problem) ignore those extremely high values & the amount of choke as it's expected & not really a bad thing

Thanks Christy the server is running flawlessly! Net graph is beautiful. I'm getting great reports from my friends. The hitreg is fixed!
 
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CS:S and CS:GO are under the same umbrella of CS. We help both of the games
 
CS:S and CS:GO are under the same umbrella of CS. We help both of the games

That is excellent! The support has been great. When Typpi, or anyone has an estimate of an optimal rate based on my last post, you could change it! Although right now 198000 isn't a bad guess for 66-tick or 300000 for 100-tick.
edit: on 64 player servers

Thank you all so much for the support!
 
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That is excellent! The support has been great. When Typpi, or anyone has an estimate of an optimal rate based on my last post, you could change it! Although right now 198000 isn't a bad guess for 66-tick or 300000 for 100-tick.
edit: on 64 player servers

Thank you all so much for the support!

What exactly am I looking for??

What I type cl_updaterate it says:

cl_updaterate" = "64"

and rate:

"rate" = "128000" ( def. "80000" ) user
 
You might want to turn on "net_graph 1" for CS:GO. It'll display almost all the options on the bottom right
 
I do play with netgraph on. But I don't get what he's asking me to look for.
 
Make sure your fps is always 64+
Play TTT
type "rate", "sv_minrate", & "sv_maxrate" in console then post what the console replies.
watch "net_graph 3" when the server is near full or full, and there's a good amount of things going on that use bandwidth (weapons firing, stuff flying around [physics], player movement)
Tell me the highest Choke value, & highest numbers on the bar graph.
Choke, & the numbers on the bar graph will be very high during and a little while after spawning. Ignore the choke, and numbers on the bar graph during this time.
 

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