Author Topic: L4D1+2 Tickrate Enabler 1.3  (Read 75843 times)

fig newtons

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #15 on: June 25, 2012, 01:16:26 pm »
This won't be an issue for most folks, but note that some users will have to adjust their rates to take advantage of 100 tick servers:

Quote
Clients usually have only a limited amount of available bandwidth. In the worst case, players with a modem connection can't receive more than 5 to 7 KB/sec. If the server tried to send them updates with a higher data rate, packet loss would be unavoidable. Therefore, the client has to tell the server its incoming bandwidth capacity by setting the console variable rate (in bytes/second). This is the most important network variable for clients and it has to be set correctly for an optimal gameplay experience. The client can request a certain snapshot rate by changing cl_updaterate (default 20), but the server will never send more updates than simulated ticks or exceed the requested client rate limit. Server admins can limit data rate values requested by clients with sv_minrate and sv_maxrate (both in bytes/second). Also the snapshot rate can be restricted with sv_minupdaterate and sv_maxupdaterate (both in snapshots/second).

tl;dr: If your rates are set too low, you won't be taking advantage of the extra updates. If I understand this correctly, most users will need to increase their cl_updaterate values: under ideal conditions cl_cmdrate 101 and cl_updaterate 101 would be optimal.

circle: It may be useful to standardize this somehow or at least have the config tell us the server tick rate so we can adjust our network settings accordingly. :)

Huuwap

Re: L4D1+2 Tickrate Enabler 1.0
« Reply #16 on: June 25, 2012, 01:25:49 pm »
If you have a shit machine or internet connection, it may also be better for you to use lower rates.

Interested to get home from work and see if I notice any positive difference with 100 tick.  I'm slightly worried that my connection won't hack it.

Griffin

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #17 on: June 25, 2012, 03:00:00 pm »
zorrex.game.nfoservers.com:27015 is an L4D1 server running 100tick at the moment.  We probably need to talk to NFO because as it stands we're having difficulties with the server framerate dropping below 100 during CPU-intense moments (it seems to be certain spots in certain maps).

Seems to be a bit better with nb_update_frequency at its default value.  We're still playing around with various settings trying to get a steady 100+ fps, but we might just drop down to 60 tick or something.  Either that or see if NFO can give us some beefier specs at a premium.

Here's a link to the L4D1 windows binary with 100tick hex'd in as the default value (in case you can't edit the commandline on your server).

boat

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #18 on: June 25, 2012, 03:43:09 pm »
wait people didn't have cl_updaterate and cl_cmdrate set to 101 for the past 3 years like i have?

fig newtons

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #19 on: June 25, 2012, 03:57:32 pm »
No because there was no point since the server was never updating that fast anyway.

ProdigySim

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #20 on: June 25, 2012, 04:41:22 pm »
Looking at some initial testing, max rate patching is going to be necessary.

Higher tickrate still works, but don't expect to get a constant 100 or even 60 updates per second. Whether you consider this solution to be "better" than 30 tick is up to you. Theorietically as long as you're not dropping below 30 updates per second, you should be better off.

Other bugs found:
1. Cycle time on certain weapons not being calculated correctly (dual pistols)
2. Door opening speed is slow (I guess... seems pretty insignificant)

As G. Riffs noted, nb_update_frequency can really affect how many updates you get per second. Setting this to 0 means you will get updated CI movement every tick. Setting it to 0.1 (Default) means an update every 100ms, or every 10 ticks on 100tick. More CI updates = more bandwidth usage = less updates can be sent per second. If you like smooth SI more than smooth CI, maybe revert your nb_update_frequency to default.

CircleSquared

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #21 on: June 25, 2012, 05:15:05 pm »
Seems like smg and hunting rifle also have issues, can't really tell if shotgun is any different. The pistols are most noticable though. Haven't tested any other weapons.

Huuwap

Re: L4D1+2 Tickrate Enabler 1.0
« Reply #22 on: June 25, 2012, 06:53:36 pm »
I'm not sure if my ProMod 2.5 install is botched or if the tickrate enabler is causing this, but tank goes immediately to 70% rage on refill.  Any ideas?

Griffin

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #23 on: June 25, 2012, 07:33:13 pm »
I made a plugin to fix pistols in L4D1, it's sort of a ghetto approach in that it just modifies m_flNextPrimaryAttack, but it appears to be working.  I'm not sure if it would work in L4D2 (and I don't have a server to test on) but if anyone is interested, here it is:

Plugin (Source)

Adds the following cvars:
"l4d_pistol_delay_dualies" = "0.1" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between dual pistol shots
"l4d_pistol_delay_single" = "0.2" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between single pistol shots
"l4d_pistol_delay_incapped" = "0.3" min. 0.000000 max. 5.000000
          - Minimum time (in seconds) between pistol shots while incapped

Defaults are based on 30 tick l4d1 pistol spamming.

CircleSquared

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #24 on: June 25, 2012, 08:28:42 pm »
I'm not sure if my ProMod 2.5 install is botched or if the tickrate enabler is causing this, but tank goes immediately to 70% rage on refill.  Any ideas?

It's a problem with the plugin, has nothing to do with 100tic. I'll look into it when I get the chance.

Huuwap

Re: L4D1+2 Tickrate Enabler 1.0
« Reply #25 on: June 25, 2012, 08:30:33 pm »
So this is happening to others?

CircleSquared

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #26 on: June 25, 2012, 08:39:27 pm »
Yes, a fix and rereleased 2.5a will be updated on the thread very soon.

purple

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #27 on: June 25, 2012, 09:49:26 pm »
Hi, with this tickrate thing my pistols go pew pew very fast and make it impossibru for tanks to catch me.  Hunter wall pounces feel faster, SI running in ghost mode feel a tiny bit faster, sometimes tank rock throw animation doesn't finish before the rock is released, and boomers can boom from miles away.  Just what I've noticed so far. :)

Also:

Le Vere Esultanze goal FX
« Last Edit: June 25, 2012, 10:01:43 pm by purple »

Toastie

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #28 on: June 26, 2012, 04:05:50 pm »
When I set those commands in the server.cfg it does not recognize fps_max or sv_maxupdaterate.  It recognizes sv_maxcmdrate tho.

Now i see in confogl it handles the maxupdaterate but what do i do about the fps_max?

ProdigySim

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Re: L4D1+2 Tickrate Enabler 1.0
« Reply #29 on: June 26, 2012, 05:01:32 pm »
You'll need to use sm_cvar to make those commands work.

 

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