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best network settings?
1
#1
0 Frags +

for context i have great internet that can basically do anything and i'm wondering how i can improve this thanks to you guys

my network config as of posting

if you have any suggestions like i've said before that would be greatly appreciated
thanks

for context i have great internet that can basically do anything and i'm wondering how i can improve this thanks to you guys

[url=https://pastebin.com/7MYswV4j]my network config as of posting[/url]

if you have any suggestions like i've said before that would be greatly appreciated
thanks
2
#2
2 Frags +

If you have a par-or-better internet speed, you can increase your rate. Check out mastercom's tool for calculating a few of your network variables: https://mastercomfig.com/rate

Its deprecated and she recommends asking for help in her discord, but its a good starting place.

Things that I note, however:

This is a general guideline for cl_interp_ratio and which value to choose:

  1. Choose 1 if you have basically no packet loss or packet loss is very uncommon
  2. Choose 2 if you have some packet loss
  3. Choose 3 if you have a lot of packet loss


So, if you're not rubber banding at all then you can probably lower your interp ratio.

Your cl_cmdrate and cl_updaterate are at a strange value. TF2 servers have a framerate of 66 state-frames per seconds, so typically the max value you can have for these cvars is 66. I don't know if having a higher value will have any negative effect though.

cl_smoothtime is entirely subjective. Some people (particularly in the CS community) like to play with 0 smoothtime - which can appear jittery but it represents what the server sees as close as possible. Play with this value until you find something youre comfortable with IMO - i'd recommend keeping it under 1/66'th of a second (~0.0152)

If you have a par-or-better internet speed, you can increase your rate. Check out mastercom's tool for calculating a few of your network variables: https://mastercomfig.com/rate

Its deprecated and she recommends asking for help in her discord, but its a good starting place.

Things that I note, however:

This is a general guideline for cl_interp_ratio and which value to choose:
[olist]
[*] Choose 1 if you have basically no packet loss or packet loss is very uncommon
[*] Choose 2 if you have some packet loss
[*] Choose 3 if you have a lot of packet loss
[/olist]
So, if you're not rubber banding at all then you can probably lower your interp ratio.

Your cl_cmdrate and cl_updaterate are at a strange value. TF2 servers have a framerate of 66 state-frames per seconds, so typically the max value you can have for these cvars is 66. I don't know if having a higher value will have any negative effect though.

cl_smoothtime is entirely subjective. Some people (particularly in the CS community) like to play with 0 smoothtime - which can appear jittery but it represents what the server sees as close as possible. Play with this value until you find something youre comfortable with IMO - i'd recommend keeping it under 1/66'th of a second (~0.0152)
3
#3
0 Frags +

thank you for being so descriptive, i have cl_interp_ratio set to 2 as when i set it to 1 and check net_graph the text for lerp always shows yellow (dropping packets)

i used mastercom's rate generator and added it to my config

thanks a bunch

thank you for being so descriptive, i have cl_interp_ratio set to 2 as when i set it to 1 and check net_graph the text for lerp always shows yellow (dropping packets)

i used mastercom's rate generator and added it to my config

thanks a bunch
4
#4
3 Frags +

I'm just going to throw this out there for all the people recommending various net settings

Most league configs have values that limit what you can use

UGC server config

sv_client_max_interp_ratio "1"
sv_client_min_interp_ratio "1"
sv_maxrate "100000"
sv_maxupdaterate "66"
sv_maxcmdrate	"66"
sv_mincmdrate "50"
sv_minrate "1500"
sv_minupdaterate "50"

ETF2L server config

sv_client_max_interp_ratio 5
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 20000
sv_minupdaterate 66

Ozfortress

sv_client_max_interp_ratio 2
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 100000
sv_minupdaterate 66

Relatively certain esea forces cl_interp_ratio 1 but otherwise I'm not 100% aware of all the settings they enforce.

so from the knowledge we have the most consistent net settings you can use are

rate 100000
cl_interp_ratio 1
cl_cmdrate 66 
cl_updaterate 66

Everything else is more down to what class you're playing and how consistent your internet is to the server.

I'm just going to throw this out there for all the people recommending various net settings

Most league configs have values that limit what you can use


UGC server config
[code]sv_client_max_interp_ratio "1"
sv_client_min_interp_ratio "1"
sv_maxrate "100000"
sv_maxupdaterate "66"
sv_maxcmdrate "66"
sv_mincmdrate "50"
sv_minrate "1500"
sv_minupdaterate "50"[/code]

ETF2L server config
[code]sv_client_max_interp_ratio 5
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 20000
sv_minupdaterate 66[/code]

Ozfortress
[code]sv_client_max_interp_ratio 2
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 100000
sv_minupdaterate 66[/code]

Relatively certain esea forces cl_interp_ratio 1 but otherwise I'm not 100% aware of all the settings they enforce.

so from the knowledge we have the most consistent net settings you can use are

[code]rate 100000
cl_interp_ratio 1
cl_cmdrate 66
cl_updaterate 66[/code]

Everything else is more down to what class you're playing and how consistent your internet is to the server.
5
#5
0 Frags +
ComangliaI'm just going to throw this out there for all the people recommending various net settings

Most league configs have values that limit what you can use

UGC server config
sv_client_max_interp_ratio "1"
sv_client_min_interp_ratio "1"
sv_maxrate "100000"
sv_maxupdaterate "66"
sv_maxcmdrate	"66"
sv_mincmdrate "50"
sv_minrate "1500"
sv_minupdaterate "50"

ETF2L server config
sv_client_max_interp_ratio 5
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 20000
sv_minupdaterate 66

Ozfortress
sv_client_max_interp_ratio 2
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 100000
sv_minupdaterate 66

Relatively certain esea forces cl_interp_ratio 1 but otherwise I'm not 100% aware of all the settings they enforce.

so from the knowledge we have the most consistent net settings you can use are
rate 100000
cl_interp_ratio 1
cl_cmdrate 66 
cl_updaterate 66

Everything else is more down to what class you're playing and how consistent your internet is to the server.

thanks mr. commy wommy, will look into it

[quote=Comanglia]I'm just going to throw this out there for all the people recommending various net settings

Most league configs have values that limit what you can use


UGC server config
[code]sv_client_max_interp_ratio "1"
sv_client_min_interp_ratio "1"
sv_maxrate "100000"
sv_maxupdaterate "66"
sv_maxcmdrate "66"
sv_mincmdrate "50"
sv_minrate "1500"
sv_minupdaterate "50"[/code]

ETF2L server config
[code]sv_client_max_interp_ratio 5
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 20000
sv_minupdaterate 66[/code]

Ozfortress
[code]sv_client_max_interp_ratio 2
sv_client_min_interp_ratio 1
sv_maxcmdrate 66
sv_maxrate 0
sv_maxupdaterate 66
sv_mincmdrate 66
sv_minrate 100000
sv_minupdaterate 66[/code]

Relatively certain esea forces cl_interp_ratio 1 but otherwise I'm not 100% aware of all the settings they enforce.

so from the knowledge we have the most consistent net settings you can use are

[code]rate 100000
cl_interp_ratio 1
cl_cmdrate 66
cl_updaterate 66[/code]

Everything else is more down to what class you're playing and how consistent your internet is to the server.[/quote]

thanks mr. commy wommy, will look into it
6
#6
0 Frags +
ashley
  1. Choose 1 if you have basically no packet loss or packet loss is very uncommon
  2. Choose 2 if you have some packet loss
  3. Choose 3 if you have a lot of packet loss

jitter is also important for interp because with ratio 1 if a packet is even slightly delayed it may as well have been dropped (for that tick)

[quote=ashley][olist]
[*] Choose 1 if you have basically no packet loss or packet loss is very uncommon
[*] Choose 2 if you have some packet loss
[*] Choose 3 if you have a lot of packet loss
[/olist][/quote]

jitter is also important for interp because with ratio 1 if a packet is even slightly delayed it may as well have been dropped (for that tick)
7
#7
0 Frags +
gemmjitter is also important for interp because with ratio 1 if a packet is even slightly delayed it may as well have been dropped (for that tick)

how does my jitter change my interp? do you have anything to say? i tested my jitter online and it was 4ms from amsterdam and i live in the uk

[quote=gemm]
jitter is also important for interp because with ratio 1 if a packet is even slightly delayed it may as well have been dropped (for that tick)[/quote]

how does my jitter change my interp? do you have anything to say? i tested my jitter online and it was 4ms from amsterdam and i live in the uk
8
#8
-1 Frags +
wareyacl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333(hitscan)
cl_interp_ratio 1.2 // or 2.2(hitscan)

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf
[quote=wareya]cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333(hitscan)
cl_interp_ratio 1.2 // or 2.2(hitscan)[s][/s]

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf[/quote]
9
#9
1 Frags +
hooliwareyacl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333(hitscan)
cl_interp_ratio 1.2 // or 2.2(hitscan)

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf

uhh that math on rate is wrong...

Rate is measured in bytes while Internet speed such as Dial up is measured in bits. So 56Kb dialup = ~7000 , the default rate is currently 80000 not 120000

interp_ratio 2.2 would be forced to 1 in RGL, UGC and ESEA, forced to 2 in Ozfortress, but work correctly in ETF2L.

Also interp_ratio 1.2 with interp 0.01818 would result in this lerp 21.8ms so about 6.6ms more delay that having the lowest possible.

interp_ratio OR interp 0.01818
Personally I don't see much of a reason for projectile based classes to have full proper interpolation since hit reg is server side and the few cases where more interpolation is required the added latency to both models and projectile firing would just make hitting a shot harder. It's nitpicking over some fringe scenarios and only by a few ms so largely it doesn't matter

[quote=hooli][quote=wareya]cl_cmdrate 66
cl_updaterate 66
cl_interp 0.018181818 // or 0.033333333(hitscan)
cl_interp_ratio 1.2 // or 2.2(hitscan)[s][/s]

cl_predictweapons 1
cl_lagcompensation 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS
cl_predict 1 // DO NOT EVER, EVER, ****EVER**** DISABLE THIS

cl_pred_optimize 1 // Slightly improve hitreg in certain situations at high framerates at expense of an extremely slight performance reduction (default is 2)

cl_smooth 1 // Whether to smooth out the location of the PoV when it's knocked around by the server: rocketjumping, airblasting, etc
cl_smoothtime 0.0075 // ~7ms PoV smoothing window, should be enough to prevent microstutter without affecting reflexes. Default is 0.1 (100ms)
rate 120000 // Prevent choke when it's not necessary. Lower this value below the default if you have extremely low bandwidth internet (e.g. 56k dialup: 56000)

glhf[/quote][/quote]

uhh that math on rate is wrong...

Rate is measured in bytes while Internet speed such as Dial up is measured in bits. So 56Kb dialup = ~7000 , the default rate is currently 80000 not 120000

interp_ratio 2.2 would be forced to 1 in RGL, UGC and ESEA, forced to 2 in Ozfortress, but work correctly in ETF2L.

[s]Also interp_ratio 1.2 with interp 0.01818 would result in this lerp 21.8ms so about 6.6ms more delay that having the lowest possible.[/s]

interp_ratio OR interp 0.01818
Personally I don't see much of a reason for projectile based classes to have full proper interpolation since hit reg is server side and the few cases where more interpolation is required the added latency to both models and projectile firing would just make hitting a shot harder. It's nitpicking over some fringe scenarios and only by a few ms so largely it doesn't matter
10
#10
1 Frags +

You're right about rate and ratio being forced but cl_interp_ratio was supposed to replace cl_interp so it doesn't scale cl_interp, lerp is just max(cl_interp, cl_interp_ratio / cl_updaterate). Updaterate 66 and ratio 1.2 results in 0.01818... like it should but it's kind of pointless since interp is already set anyway and can't be forced to a lower/higher value via server vars.

You're right about rate and ratio being forced but cl_interp_ratio was supposed to replace cl_interp so it doesn't scale cl_interp, lerp is just max(cl_interp, cl_interp_ratio / cl_updaterate). Updaterate 66 and ratio 1.2 results in 0.01818... like it should but it's kind of pointless since interp is already set anyway and can't be forced to a lower/higher value via server vars.
11
#11
0 Frags +
SetsulYou're right about rate and ratio being forced but cl_interp_ratio was supposed to replace cl_interp so it doesn't scale cl_interp, lerp is just max(cl_interp, cl_interp_ratio / cl_updaterate). Updaterate 66 and ratio 1.2 results in 0.01818... like it should but it's kind of pointless since interp is already set anyway and can't be forced to a lower/higher value via server vars.

Just did a double check to see if that is the case and it is.

This really makes me wonder why valve hasn't deprecated the cl_interp command yet.

[quote=Setsul]You're right about rate and ratio being forced but cl_interp_ratio was supposed to replace cl_interp so it doesn't scale cl_interp, lerp is just max(cl_interp, cl_interp_ratio / cl_updaterate). Updaterate 66 and ratio 1.2 results in 0.01818... like it should but it's kind of pointless since interp is already set anyway and can't be forced to a lower/higher value via server vars.[/quote]

Just did a double check to see if that is the case and it is.

This really makes me wonder why valve hasn't deprecated the cl_interp command yet.
12
#12
1 Frags +

So what settings are agreed upon then!

So what settings are agreed upon then!
13
#13
0 Frags +

Because it would break 20 year old configs.

Because it would break 20 year old configs.
14
#14
0 Frags +

guys, i have done everything to set up my new config with ashley's help but can i ask 2 things -
when i have my interp ratio set to 1 it's always dropping packets no matter where i am, on 2 it never really is (i know what interp ratio is) but the question is since you can change your interp ratios to inbetween what should i do?

by the way what does my jitter mean to my config?

thank you guys

guys, i have done everything to set up my new config with ashley's help but can i ask 2 things -
when i have my interp ratio set to 1 it's always dropping packets no matter where i am, on 2 it never really is (i know what interp ratio is) but the question is since you can change your interp ratios to inbetween what should i do?

by the way what does my jitter mean to my config?

thank you guys
15
#15
0 Frags +

well 1.5 is between 1 and 2 so maybe try that homie
also for a ratio of 1.5 your interp should be set to 0.0227272727272727

well 1.5 is between 1 and 2 so maybe try that homie
also for a ratio of 1.5 your interp should be set to 0.0227272727272727
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