Zitat von quiK
besonders die rates.
zum beispiel schreibt er man soll rate "38400" nehmen. Wenn du aber ne gute Leitung hast und auf nem Server mit ner 128er Tickrate spielst, dann ist das totaler Quatsch. Da sollte man mindestens 80000 nehmen.
I don't understand it. Most of You have high Bandwidth DSL connections, but You still set the rate to 30000bytes/second which is for ISDN or DSL Light (384DSL, 768DSL and similar). Stop using such a low rate of 30000 while having cmd/updaterate set to 66, 100 or even higher. Your bandwidth of 30000 will most likely exceed, which leads You into having Choke. You give Yourself a disadvantage!
VALVE/HPE have seen this problem in CSS and set the standard value for rate in CSGO to 80000 for a reason!
Let's go to the theory: The biggest Packetsize You can receive in CSGO is set trough net_maxroutable which has its standard and maximum value set to 1200. If You receive 66 Packets per second (TickRate 66), and each one is 1200 byte, Your bandwidth maximum of 30000bytes/second will not be enough. Do the math: 66 x 1200 = 79200
This is only theoreticaly. During matches with a max of ten players (5vs5) on TickRate 66 Servers You should be fine with rate 30000, but only as long as You are not playing on higher TickRate servers, or with a higher playercount (more slots).
For example TR 128 cl_updaterate 128 x max Packet size 1200bytes = 153600bytes/second You will most likely not reach this Bandwidth usage, but You will exceed Your low bandwidth of 30000 very fast, even with a few players on the server.
So you should set rate to at least 80k or even higher if You play on Public or high TickRate Servers.
I hope You guys understand my point and STOP DOING THE SAME MISTAKE like most of You did in CSS!
VALVE/HPE have seen this problem in CSS and set the standard value for rate in CSGO to 80000 for a reason!
Let's go to the theory: The biggest Packetsize You can receive in CSGO is set trough net_maxroutable which has its standard and maximum value set to 1200. If You receive 66 Packets per second (TickRate 66), and each one is 1200 byte, Your bandwidth maximum of 30000bytes/second will not be enough. Do the math: 66 x 1200 = 79200
This is only theoreticaly. During matches with a max of ten players (5vs5) on TickRate 66 Servers You should be fine with rate 30000, but only as long as You are not playing on higher TickRate servers, or with a higher playercount (more slots).
For example TR 128 cl_updaterate 128 x max Packet size 1200bytes = 153600bytes/second You will most likely not reach this Bandwidth usage, but You will exceed Your low bandwidth of 30000 very fast, even with a few players on the server.
So you should set rate to at least 80k or even higher if You play on Public or high TickRate Servers.
I hope You guys understand my point and STOP DOING THE SAME MISTAKE like most of You did in CSS!
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