
Ah, the ruined landscape of wartorn France. I just checked and it looks like cl_interp can still be changed, though the minimum is. Loss on the other hand is bad as it means something happened on the server and your client didn't get the update. Even if you have your upload rate set to 30, your computer is still making more frames and therefore all the information on your client is not being sent to the server. For example, the server only set to 30 tick and you are running 90 frames in a certain section of the map. It's not really that bad simply because you are technically always getting choke if you are running at more fps then the server is taking in. So with option off the player animations will look very jerky, with it on your computer will make up frames of animation to make what you are currently running at.Ĭhoke simply means you are sending more data then the server is using. If the server is only giving you 30 incoming then you are only receiving 30 frames per second of information. Tick rate can be thought of as frames per second. It does what the word means, it makes up frames until it reaches the number of fps you are currently running at The reason is most likely because you turned cl_interpolate off So for the first half of the round these servers have far worse reliability and accuracy then your well kept 33tick down the street.įYI, last time I checked cl_interp was no longer an adjustable command on servers with sv_cheats 0 because of the amount of control you had over the lookup time period You will start the round on this "100" tick server and your incoming may only be 15-20! As players start to die off it will slowly go up. There are so many (nearly all that allow more then 20 players) 66/100 tick servers out there that overload their server with more players then their bandwith can handle. If you set both your cl_cmdrate and cl_updaterate to 101 and then hop on a 33 tick server, you will in fact seen 101 out and only 33 coming in.Īlso, one GOOD way to tell if you're on a good server is it has a CONSTANT incoming packet rate. You will get two numbers at the bottom, one is your incoming and one is your outgoing packets.

If you turn on net_graph 3 in the console you will get a very nice little graph that will easily tell you what tick rate the server is running at.

You may do all this stuff and jump on this 20 player 100 tick server and feel like you're doing much worse then you normally doĬouple of things I do want to mention though. No one can tell you that and it really depends on the server you're on and you as a player Losing your crosshair, can't find a color that contrasts? Check here. Others swear by using this: it does not work as well for me (5mbit cable) So, how do you improve your hit registration, while I am not going to get into the ins and outs of the netcode here is what I added to my config to achieve more satisfactory results.Įither add to config.cfg or create a new file called autoexec.cfg and add it in there.Ĭl_updaterate 66 //for 66tic servers use 100 for 100tic server Also, of the 5 other people I had try this, their remarks were usually something like "Holy Sh*t people are dying when I shoot them now!"

Day of defeat source best hit registration registration#
I know alot of you have been commenting on the hit registration in Counter-Strike Source, while I do not claim to be an expert by no means, I do know what has worked for me.
