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Tick Rate in CSS

vroom_skies

[H]ard|Gawd
Joined
Sep 25, 2005
Messages
1,390
I am having problems with my CSS tick rates.

In brief, my tick never goes above 60, even when on 100tick server.
I just don't understand it, I have updated my rates (however don't know how to really go about 'tweaking' them)

Here are my basic computer specs:
-AMD X2 3800
-2 GB ram
-Evga nforce4 sli x16

Net Connection:
-15/ 2 Cox Cable

I know for a fact some of the server I use a 100 tick and I still don't register anything above 65 tick.
 
What rates are you adjusting? And where are you setting your tickrate? Is it a launch option or are you putting it directly into a config?
 
I am adjusting:
rate
cl_cmdrate
cl_updaterate

I normally have them set at:
rate 25000
cl_updaterate 65
cl_cmdrate 65

Thats what I've been told to set them at with my connection, but I've tried others and still never made it over 60 tick.

Thanks
Bob
 
where are you reading your "tick" from. i didnt know there was a way to display it
 
Whats your fps. If your fps isnt above 60 then thats the reason. Your rates should be cl_updaterate 100 and cl_cmdrate 100 if you want to max ur rates.
 
What are your video settings in game? Also, try googling a good source fps cfg. Should help some.
 
To the person who didnt get tickrate and such.

"Choke is a measure of how much data is being restricted on your computer. When playing games a lot of information is being sent backwards and forwards containing every detail of the game. During heavy games this information can get very high, with every bullet, movement and chat line being sent to your computer.
The game servers are on very large Internet connections capable of transfering several megabytes per second. Most computers on the other hand are restricted by how much they can receive and send.

Loss is a reading of your current network packet loss. When you do anything over the Internet information is sent in packets. These packets contain small amounts of computer data. The receiving computer then reassembles these packets to get a whole set of data.

The Internet has built in protocols designed to recover packets which go missing or get corrupt. Sometimes this can't be recovered though. In Half-Life the loss reading tells you how many of your packets are being lost between your computer and the server.

If the loss gets too high it will seem like your bullets aren't hitting anybody. This is due to the server not being informed that you are firing your gun. Loss is rarely due to a problem with your computer or the server itself. It is most often due to a glitch in the networking between your computer and the server. This could be on your ISP, the server's ISP or anywhere between."

"The easiest way to explain tickrate in counter strike source servers is to use an analogy; that you must imagine your server is running on a heart beat of a ticking clock. Now, with each tick the server will perform certain tasks in game, such as processing any of the user inputs and updating anything in game. The tickrate is essentially the 'heart' behind the server and having a low tickrate means that the drive pushing through all the updates in game is delayed which means that everything will be much slower then a server with a higher tickrate."

"The server simulates the game in discrete time steps called ticks. By default, 66 ticks per second are simulated, but mods can specify their own tickrate. For example Counter-Strike:Source uses a lower tickrate of 33 ticks/second to reduce the server CPU load. During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client."

Something to read http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
 
So. In a nutshell, a tick is the number of processes a server is set to perform per second?

A server with a tick set to 30 will take 33ms to take your packet, process your data with everyone's, and send you a reply. And you'll see it plus the network latency reflected on your Ping.
 
Then where is he getting a client side tickrate? I have a launch option setup with my source -tickrate 100. I've never actually looked to see if I could tell whether or not my tickrate was at 100 though.
 
I think you're interpreting fps on net_graph as being tick.

If your fps is maxing out at 60 then you probably have "wait for vsync" turned on in CSS video options. You might try turning this off. It's meant to avoid video-tearing artifacts, but caps fps at 60.
 
The tickrate is the rate at which the server re-calculates the game state, takes input from all clients and also gives back info to clients based on all the clients states.

This is a value set on the server, the clients don't have a tickrate as such they re-calculate as fast as they are able, the rate at which clients send and recieve packets is the values for cl_updaterate and cl_cmdrate, the rate being the total amount of bandwidth to use max.

The clients don't have tickrates as such, they will send and recieve data packets as fast as they are able as long as its slower than the values you set, if you're having issues with loss/choke then you're trying to send/recieve too much data for your connection and need to dial down the settings, this could also be an issue with a specific server.
 
Whoops, I forgot about this thread.

All my game settings are maxxed besides a few down on aa and af.
Also I do not have vsync enabled.
You were saying if your fps isn't as high as your tick that your not going to see the difference anyways and there fore it wouldn't matter?

I was able to fix my rates alittle bit and am now getting better registery, or at least it feels more responsive.

Thanks for all the help you guys

Bob

And in net_graph 3, aren't the two k/s your tick or at least similar to tick?
 
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