I don't know if someone already made the same suggestion but it would be really nice to have the rates forced on public. Yes I know some people don't have a good connection and can't play with the highest rates. But thats not what I am asking for.
It would be nice to force the rates on this server at least to this:
rate 15000-20000
cl_updaterate 70-90
cl_cmdrate 70-90
cl_cmdbackup 2-3
ex_interp 0.01
I know, some people will have problems with those settings but in my opinion everyone will benefit of it. Many people complaining about bullets not hitting the enemy and I think with those settings it is possible to resolve this problem at least for a bit and save the majority of players of laggs.
To explain those settings to everyone:
rate 20000:
Rate controls the maximum amount of data (in bytes per second) you receive from the server. The current rate of traffic can bee seen on the 2nd line of net_graph 3. This variable is not really important as most of the time you will be getting below 10 000 bytes (9.7 kilobytes) per second anyway. Of course, if you have slow (eg. 12kB = 96kbit) or otherwise bad connection, you might want to turn this lower (so the server wont overflow your connection). Just as long as it is big enough to keep your choke off during intense fight, it is okay. Realistically anything over 20000 is just an overkill. 15000 means 14.65 kB/s (1kB = 1024 bytes).
cl_updaterate 90
This controls the amount of updates (an update tells what's going on) in seconds you receive from the server. This should be as high as possible the server allows, because naturally you want your to be kept up to date as much as possible. You cannot set it over 102. With normal computers and decent connection 102 is a good value. Too low or high updaterate can cause extrapolation, but its better to keep it up at 102 and tune your ex_interp first than lowering updaterate.
cl_cmdrate 90
This controls the amount of updates you send to the server (eg. cmdrate 100 -> 1000ms/100 = 10ms) per second. You want to send updates at maximum rate possible and it should be a bit above your FPS. If it is below your FPS, updates will be accumulated for deferred sending, which is bad. Setting this notably over your FPS is pointless, since you cannot send updates faster than your game updates itself (defined by FPS).
You'll get red dots at the bottom of your net_graph if you set this below your FPS, which means your commands (movement, shooting etc.) is cumulated for deferred sending. If there're no red dots, you send an update to the server every frame which is good.
cl_cmdbackup 2
This determines the amount of backup packets (duplicates) are sent after each update (rate determined by cl_cmdrate) you send to a server. If you are experiencing loss, you can increase this but this also increases your upload traffic and "wastes" it (which can affect latency).
ex_interp 0.01
Interp calculates all possible player positions that said player could be. Now, you control how much your client interpolates by using ex_interp.
So basically: The higher the interp setting, the more CS "guesses" where the other player is. Thats why a long time ago, you could set ex_interp very high and see a player before they were actually there.
Basically, When ex_interp equals:
.01 - Very little "guessing"
.1 - more "guessing"
Imagine packets sent to the server: RP = Real Position GP= Guessed Position
Interp 0.1:
GP RP GP RP GP GP GP RF GP GP
Interp 0.01:
RP RP RP GP RP RP RP GP RP RP
Looking forward to see your answers!
Greetings
Ingo aka. LeViDeL