FreudWhy?
I don't know, but that's the update/cmdrate they chose, so I decided not to mess with that.
FreudWhy not just cl_interp 0? I don't see anything special about the value 0.0001, so it'll just clamp to 1/cl_updaterate either way.
I prefer cl_interp 0, but since they recommended it and there isn't any difference (besides servers rules), I just put it again.
FreudThis sounds like it will increase network usage, which will presumably already be pretty high seeing as the server is 133 tick. Can't speak for everyone but my internet isn't great so I'd prefer if this were avoided.
Packet compression doesn't do much and with that many packets, there's going to be much more load from compression.
TwiiKuuI've added all of this but could you explain what they change? Thanks.
net_maxcleartime 0.001 - Reduces packet delay to a minimum, which will help tremendously with choke issues
net_splitrate 2 - Changes the rate at which packets are split into smaller chunks if they're too large
net_compresspackets 0 - Disables using more CPU to reduce packet size by a little bit, since they're so many packets being sent, this reduces load by a lot
net_maxroutable 1260 - Ensures packets aren't being split unless they're at the maximum allowable size in the engine
Oh yeah, and I forgot that you should also be scaling up your split packet rate as well (this is the rate at which split packets are sent): net_splitpacket_maxrate. Set that to the same value as your rate setting.
Also maybe you can use sv_parallel_sendsnapshot 1, but I'm sure not sure about the stability of that one. It basically threads sending packets to all players.