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What should my Network Setting be with a high ping
posted in Q/A Help
1
#1
0 Frags +

cl_cmdrate 128
cl_interp 0
cl_interp_ratio 2
rate 35000

My ping on most comp matches is around 98-120 depending on where the server is, however 90% of the time I have a very stable connection. Just wondering what my network setting should be for TF2.

19 mb/s download and 6 mb/s upload

cl_cmdrate 128
cl_interp 0
cl_interp_ratio 2
rate 35000

My ping on most comp matches is around 98-120 depending on where the server is, however 90% of the time I have a very stable connection. Just wondering what my network setting should be for TF2.

19 mb/s download and 6 mb/s upload
2
#2
-10 Frags +

There aren't any settings that will mirracly improve your ping.

There aren't any settings that will mirracly improve your ping.
3
#3
7 Frags +
VisThere aren't any settings that will mirracly improve your ping.

That's not the point of the question though...

He's asking for what would give him the best hit registration / most enjoyable experience.

Regardless of what class you play.

cl_updaterate 66
cl_cmdrate 65 

according to mastercoms cl_cmdrate is set lower than cl_updaterate to have smoothing be applied to server updates and not client updates *my understanding of this could be wrong*

If you main a projectile/particle class (Soldier, Demo, Pyro and Medic)

cl_interp_ratio 1
cl_interp .0152 (a value of 0 would be fine as well)

If you main a hitscan class (Scout, Heavy, Sniper and Spy)

cl_interp_ratio 2 (possibly higher)
cl_interp .0228 (possibly higher but this should work fine)

or (for basically the same thing)

cl_interp_ratio 3
cl_interp .0152

I didn't add Engineer to either list cause I can see an argument both ways. On 1 hand a low interp value would be better for Rescue Ranger + less latency to hitting a sentry with a wrench + less latency to start building on the other hand a higher interp setting would give better overall hit registration for PvP melee and hitscan weapons.

mastercomfig seems to generally recommend these other settings as well

net_compresspackets 1
net_compresspackets_minsize 128
rate 196608 // 1.57 Mbps default rate from CS:GO
net_splitpacket_maxrate 196608
net_splitrate 1 // How many packets to split per frame
net_maxcleartime 0.020346

mastercomfig seems to have several settings for the below but I picked out the "balanced" ones for you.

net_maxroutable 1200
net_maxfragments 1200
[quote=Vis]There aren't any settings that will mirracly improve your ping.[/quote]

That's not the point of the question though...

He's asking for what would give him the best hit registration / most enjoyable experience.

Regardless of what class you play.

[code]cl_updaterate 66
cl_cmdrate 65 [/code]
according to mastercoms cl_cmdrate is set lower than cl_updaterate to have smoothing be applied to server updates and not client updates *[i]my understanding of this could be wrong[/i]*

If you main a projectile/particle class (Soldier, Demo, Pyro and Medic)

[code]cl_interp_ratio 1
cl_interp .0152 (a value of 0 would be fine as well)[/code]

If you main a hitscan class (Scout, Heavy, Sniper and Spy)

[code]cl_interp_ratio 2 (possibly higher)
cl_interp .0228 (possibly higher but this should work fine)[/code]

or (for basically the same thing)

[code]cl_interp_ratio 3
cl_interp .0152[/code]

I didn't add Engineer to either list cause I can see an argument both ways. On 1 hand a low interp value would be better for Rescue Ranger + less latency to hitting a sentry with a wrench + less latency to start building on the other hand a higher interp setting would give better overall hit registration for PvP melee and hitscan weapons.

mastercomfig seems to generally recommend these other settings as well

[code]net_compresspackets 1
net_compresspackets_minsize 128
rate 196608 // 1.57 Mbps default rate from CS:GO
net_splitpacket_maxrate 196608
net_splitrate 1 // How many packets to split per frame
net_maxcleartime 0.020346[/code]

mastercomfig seems to have several settings for the below but I picked out the "balanced" ones for you.

[code]net_maxroutable 1200
net_maxfragments 1200[/code]
4
#4
4 Frags +

.

.
5
#5
2 Frags +
ComangliaVisThere aren't any settings that will mirracly improve your ping.
That's not the point of the question though...

He's asking for what would give him the best hit registration / most enjoyable experience.

Regardless of what class you play.
cl_updaterate 66
cl_cmdrate 65 
according to mastercoms cl_cmdrate is set lower than cl_updaterate to have smoothing be applied to server updates and not client updates *my understanding of this could be wrong*

If you main a projectile/particle class (Soldier, Demo, Pyro and Medic)
cl_interp_ratio 1
cl_interp .0152 (a value of 0 would be fine as well)

If you main a hitscan class (Scout, Heavy, Sniper and Spy)
cl_interp_ratio 2 (possibly higher)
cl_interp .0228 (possibly higher but this should work fine)

or (for basically the same thing)
cl_interp_ratio 3
cl_interp .0152

I didn't add Engineer to either list cause I can see an argument both ways. On 1 hand a low interp value would be better for Rescue Ranger + less latency to hitting a sentry with a wrench + less latency to start building on the other hand a higher interp setting would give better overall hit registration for PvP melee and hitscan weapons.

mastercomfig seems to generally recommend these other settings as well
net_compresspackets 1
net_compresspackets_minsize 128
rate 196608 // 1.57 Mbps default rate from CS:GO
net_splitpacket_maxrate 196608
net_splitrate 1 // How many packets to split per frame
net_maxcleartime 0.020346

mastercomfig seems to have several settings for the below but I picked out the "balanced" ones for you.
net_maxroutable 1200
net_maxfragments 1200

Correct me if I'm wrong but isn't interpolation related to packet loss, and not ping?

[quote=Comanglia][quote=Vis]There aren't any settings that will mirracly improve your ping.[/quote]

That's not the point of the question though...

He's asking for what would give him the best hit registration / most enjoyable experience.

Regardless of what class you play.

[code]cl_updaterate 66
cl_cmdrate 65 [/code]
according to mastercoms cl_cmdrate is set lower than cl_updaterate to have smoothing be applied to server updates and not client updates *[i]my understanding of this could be wrong[/i]*

If you main a projectile/particle class (Soldier, Demo, Pyro and Medic)

[code]cl_interp_ratio 1
cl_interp .0152 (a value of 0 would be fine as well)[/code]

If you main a hitscan class (Scout, Heavy, Sniper and Spy)

[code]cl_interp_ratio 2 (possibly higher)
cl_interp .0228 (possibly higher but this should work fine)[/code]

or (for basically the same thing)

[code]cl_interp_ratio 3
cl_interp .0152[/code]

I didn't add Engineer to either list cause I can see an argument both ways. On 1 hand a low interp value would be better for Rescue Ranger + less latency to hitting a sentry with a wrench + less latency to start building on the other hand a higher interp setting would give better overall hit registration for PvP melee and hitscan weapons.

mastercomfig seems to generally recommend these other settings as well

[code]net_compresspackets 1
net_compresspackets_minsize 128
rate 196608 // 1.57 Mbps default rate from CS:GO
net_splitpacket_maxrate 196608
net_splitrate 1 // How many packets to split per frame
net_maxcleartime 0.020346[/code]

mastercomfig seems to have several settings for the below but I picked out the "balanced" ones for you.

[code]net_maxroutable 1200
net_maxfragments 1200[/code][/quote]

Correct me if I'm wrong but isn't interpolation related to packet loss, and not ping?
6
#6
0 Frags +
ondkajaComanglia
-snip-

Correct me if I'm wrong but isn't interpolation related to packet loss, and not ping?

Yes and No. Technically interpolation would also be used if the server is unable to send a frame in the timespan expected.

example

you have set

cl_updaterate 66
cl_cmdrate 65
cl_interp_ratio 1
cl_interp .0152 

All is well and good assuming the server constantly gets 66 updates to you (or more) 100% of the time, but the server may not be able to do so for various reasons i.e. Packet Loss, The server is crap and can't keep up, the server (or any hop between you and the server) is being attacked and causing wildly fluctuating packet times thus delaying updates from the server to you, the game you're playing isn't the most stable thing, etc. Say you're suddenly getting only 60 updates per second but no packet loss your interp would need to be "cl_interp 0.0167" in order to be applied correctly.

Typically speaking the higher your ping the more hops and distance you have between yourself and the server which means there are more points that failure or delays can happen.

To my (admittedly rather limited) knowledge cl_interp_ratio is for update drops (either via the server or packetloss) while cl_interp is for delays. (Technically they both apply to both but more so to one than the other) Most people have more issues with delays than packetloss assuming a wired connection. To add to this basically every server I've played at least fluctated from ~64 updates to ~67 updates per second.

[quote=ondkaja][quote=Comanglia][/quote]

-snip-

Correct me if I'm wrong but isn't interpolation related to packet loss, and not ping?[/quote]

Yes and No. Technically interpolation would also be used if the server is unable to send a frame in the timespan expected.

example

you have set
[code]cl_updaterate 66
cl_cmdrate 65
cl_interp_ratio 1
cl_interp .0152
[/code]

All is well and good assuming the server constantly gets 66 updates to you (or more) 100% of the time, but the server may not be able to do so for various reasons i.e. Packet Loss, The server is crap and can't keep up, the server (or any hop between you and the server) is being attacked and causing wildly fluctuating packet times thus delaying updates from the server to you, the game you're playing isn't the most stable thing, etc. Say you're suddenly getting only 60 updates per second but no packet loss your interp would need to be "cl_interp 0.0167" in order to be applied correctly.

Typically speaking the higher your ping the more hops and distance you have between yourself and the server which means there are more points that failure or delays can happen.

To my ([i]admittedly rather limited[/i]) knowledge cl_interp_ratio is for update drops (either via the server or packetloss) while cl_interp is for delays. (Technically they both apply to both but more so to one than the other) Most people have more issues with delays than packetloss assuming a wired connection. To add to this basically every server I've played at least fluctated from ~64 updates to ~67 updates per second.
7
#7
3 Frags +
GoaskAliceVisThere aren't any settings that will mirracly improve your ping.miraculously

nvm I'm an idiot lol

[quote=GoaskAlice][quote=Vis]There aren't any settings that will mirracly improve your ping.[/quote]
miraculously[/quote]
nvm I'm an idiot lol
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