is there anybody tested how much tf2 eats as data per hour? is it different for 6vs6 comp and pub servers like 32 players. for example if I play with these settings:
(btw i play projectile classes)
cl_cmdrate 40
cl_interp 0
cl_interp_ratio 2
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 40
rate 35000
what differences will be compared to good connection settings? i mean ping, playabilty and data usage.
my main question is about data usage of tf2 btw, because I will have to use mobile broadband and it has like 8-12 gb limited usage for a month.
is there anybody tested how much tf2 eats as data per hour? is it different for 6vs6 comp and pub servers like 32 players. for example if I play with these settings:
(btw i play projectile classes)
cl_cmdrate 40
cl_interp 0
cl_interp_ratio 2
cl_lagcompensation 1
cl_pred_optimize 2
cl_smooth 0
cl_smoothtime 0.01
cl_updaterate 40
rate 35000
what differences will be compared to good connection settings? i mean ping, playabilty and data usage.
my main question is about data usage of tf2 btw, because I will have to use mobile broadband and it has like 8-12 gb limited usage for a month.
https://www.teamfortress.tv/51693/current-year-net-settings#4
The above post sheds a lot of light on what things do and why they are set the way they are in most people's configs.
https://www.teamfortress.tv/51693/current-year-net-settings#4
The above post sheds a lot of light on what things do and why they are set the way they are in most people's configs.
i have about 30 hours in the last 2 weeks in tf2 and it has used 7gb in the last 30 days
i have about 30 hours in the last 2 weeks in tf2 and it has used 7gb in the last 30 days
I occasionally have periods where I have to use 4G and my entire PC seems to use around 130MB an hour whilst playing tf2 based off the tethering data usage within android settings.
I occasionally have periods where I have to use 4G and my entire PC seems to use around 130MB an hour whilst playing tf2 based off the tethering data usage within android settings.
Rate is what entirely dictates how much you receive/send per second to the server. However, having a bigger update rate or cmd rate than what it can reliably transfer will cause bad networking effects. So, reduce your cl_cmdrate and cl_updaterate (update packets are larger btw, around 600 to 3000 bytes, while client packets are around 90 to 200 bytes).
I would also set cl_smooth 1 and cl_smoothtime 0.1 as there's no reason to have it off.
Rate is what entirely dictates how much you receive/send per second to the server. However, having a bigger update rate or cmd rate than what it can reliably transfer will cause bad networking effects. So, reduce your cl_cmdrate and cl_updaterate (update packets are larger btw, around 600 to 3000 bytes, while client packets are around 90 to 200 bytes).
I would also set cl_smooth 1 and cl_smoothtime 0.1 as there's no reason to have it off.