Ha megfelel angol nyelvű ismertető is:
Gotfrag a CS netkódjáról.
Jajj, most látom, ez csak előfizetőknek olvasható. Akkor bemásolom az érintett részeket:
Általános leírás:
Idézet
cl_cmdrate:
This command determines the number of packets per second that you, the client, will send to the server. Obviously, the higher this value is, the quicker the server will respond to commands you execute. If you have a broadband connection and you are the only person playing on it, there is most likely nothing wrong with a high value. If you’ve ever LANed at a friend’s however, and noticed insane lag spikes, this command is the culprit. Most broadband connections don’t provide you with an abundance of upstream bandwidth, which is what this command requires.
cl_updaterate:
cl_updaterate is analogous to cl_cmdrate, but works in the reverse manner. It controls the amount of packets (updates) per second you can receive from the server. Therefore, it is tied to your downstream bandwidth. The higher a value you use for cl_updaterate, the more synced you will be with the server. Since only the server’s opinion matters in determining whether your shots hit, you’ll want to receive plenty of updates.
Gyakorlatban:
Idézet
cl_cmdrate:
Ideally, this value should equal the server’s fps (NOT the client fps as some people originally thought). If you update the server more times than the server calculates frames over the same time period, the extra updates are most likely just dropped by the server. Therefore, too high of a cl_cmdrate shouldn’t be too harmful, but will waste your bandwidth.
Recommendation:
cl_cmdrate equal to or higher than the server’s fps.
...
cl_updaterate:
It has long been thought that the prescription for cl_updaterate was to start at 101 and work your way down until you receive and acceptable amount of “choke.” Choke can be viewed by using the command net_graph 3. Personally, choke is the last thing on my mind. The best value for cl_updaterate is much more complicated. The CAL server side config provides for an sv_maxupdaterate of 101, so one may conclude that your cl_updaterate should be set to 101. Ideally, this is correct, but in reality is not very useful. Most servers you will play on in North America won’t be able to calculate 100 frames per second; this means that there is no way the server can send out 100 updates per second. Therefore, a value of cl_updaterate 101 will tell your client to use ex_interp 0.009, but you won’t actually be receiving 100 updates per second, so the players will appear choppy. Since there is no way to determine a server’s fps without rcon (again use rcon stats), the optimum value is somewhat of a guessing game. You might say, “Well, just set cl_updaterate to 101 anyway and I’ll receive the maximum number of packets the server can send.” The problem here is the disregard of cl_updaterate’s effect on ex_interp and the delicate balance that must be maintained between them.
To find your optimum value of cl_updaterate (remember to set ex_interp to 0), start at 101 and work your way down until the models only slightly skip around. “Slightly skip around” is a matter of preference, as long as ex_interp equals 1/cl_updaterate, the models will be in the right place. You will need to readjust your cl_updaterate on a per-server basis. Don’t be afraid to use a value under 50, if necessary. The prediction engine will do its job. Note: most public servers will be using the default sv_maxupdaterate value of 30, so cl_updaterate 30 will work best in that situation.
Please note that starting from a low value of cl_updaterate (such as 20) and working your way up will not work. Once you increment cl_updaterate to a higher value, the ex_interp will not reset itself automatically; you will have to manually type ex_interp 0 again and again. Here is a convenient script I’ve written for adjusting cl_updaterate easily: ...
Még tudom ajánlani a
net_graph-ról szóló cikket is. Ez publikus és itt is megemlítik a fenti két változót.
Az összetartás olyan erõ, ami hegyeket képes megmozgani. Feltéve, hogy legalább a fele egy irányba tolja. (Idézet egy régi CoV-ból)