Insurgency server at 128 tick rate?

Informationen zu Insurgency und Insurgenvy Sandstorm, sowie zu unseren damit verbunden Servern
---
All about the games Insurgency and Insurgency Sandstorm, as well about our related game servers
DAE avatar
Shuter165
Private
Private
Posts: 2
Joined: Tue Sep 10, 2019
Ukraine
Shuter165’s avatar
Loading…

23 Oct 2019, 15:07

Is it possible to switch Insurgency server from 64 tickrate to 128 tick rate with this settings in insurgency.cfg
sv_minupdaterate 128
sv_mincmdrate 64
sv_maxcmdrate 128
sv_minrate 128000


User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2269
Joined: Fri Apr 04, 2008
Location: Hue City
Has thanked: 2 times
Been thanked: 7 times
Germany
=]RC[= Hunter’s avatar
Loading…

28 Oct 2019, 21:43

The Source Engine game like Insurgency has a maximum tickrate of 128.

The idea behind is to increase the update rates in between the client and the server instance, therefore making it a smoother gameplay. (theoretically)

If a client has set his own possible rates higher and joins a server running at a different tickrates (64, 85.3, 102.4, etc..), his client will match the desired rate.

If a client has just installed Insurgency with its default settings and performs a random gameplay, therefore did not enable any higher tickrate than 64 in his autoexec.cfg, the server will not be able to force the higher rate (lets say 128) to match his own and therefore can cause issues for the 64 tick player with stuttering or minor lags and such.

With today´s common hardware and internet bandwith from home, it would be in a player´s best interest to use his client settings allowing 128 tick rates and if they join a server with a lower rate to get set down if nessecary.

But since this is most likely in 90% of the players not the case, we decided in the past to remain at the default tickrate of 64 with our current 32-slot Insurgency server. It seems to run pretty successful amd smooth to be honest.

An alternative would be to setup a second server perhaps, with a rate of 128 as a test case, to see if he would join the circle of successful =]RC[= servers. ;-)


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
DAE avatar
Shuter165
Private
Private
Posts: 2
Joined: Tue Sep 10, 2019
Ukraine
Shuter165’s avatar
Loading…

30 Oct 2019, 06:33

If you enter this into insurgency.cfg (server parameters), the client will be forced to work at 128 tick rates.
sv_minupdaterate 128
sv_mincmdrate 64
sv_maxcmdrate 128
sv_minrate 128000


User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2269
Joined: Fri Apr 04, 2008
Location: Hue City
Has thanked: 2 times
Been thanked: 7 times
Germany
=]RC[= Hunter’s avatar
Loading…

30 Oct 2019, 18:05

No it will not, this is what I was describing before.

The desired Insurgency gamer will have to configure his client as well to "accept" running at higher tick rates than the default 64. I put in question that most Insurgency gamers do not even know how to do that nor do they know that it does exist.
I bet most players believe joining a 128 tickrate server will automatically make them play better, while it has been reported that if you do not alter your client configuration before joining such a server, will most likely result into more laggy gameplay than joining standard 64 tick servers.

Do not copy and paste google and take it for granted ... :)


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
DAE avatar
Shuter165
Private
Private
Posts: 2
Joined: Tue Sep 10, 2019
Ukraine
Shuter165’s avatar
Loading…

30 Oct 2019, 19:58

I insist that an unconfigured client can be forced to use 128tickrate.
For an example, go to this server with a non-configured tickrate parameter and check the net_graph 4 command.
194.61.1.200:27035
[RU]~~Basement of NIKOLAY~~
Image


User avatar
[RC]Hunter
Site Admin
Sergeant
Sergeant
Posts: 2269
Joined: Fri Apr 04, 2008
Location: Hue City
Has thanked: 2 times
Been thanked: 7 times
Germany
=]RC[= Hunter’s avatar
Loading…

04 Nov 2019, 18:56

What can I say much if you insist... .-)


However,
there are a few things you should consider. (now it becomes more technical)

If you run a server for a general playing crowd (ike we do with our 32 slot Insurgency server), you need to keep in mind that people connect from all over the world. Means we do see people connecting from regions which are not equipped with a fast enough internet connection or which are already physically far away from the server location and therefore have a less speedy connection.

Having this in mind a server owner should not force a 128 tick client connection, since it will only serve players connecting with a decent/fast internet connection and as well gaming PC. In order to configure a server allowing 128 tick gamers to gain the smoother gameplay, but allow 64 tick gamers to connect as well and play as good as possible, the config should look like:

Code: Select all

sv_maxrate 128000
sv_minrate 80000
sv_minupdaterate 64
sv_maxupdaterate 128
sv_mincmdrate 64
sv_maxcmdrate 128
If you do not set at the sv_min* values to 64, any player connecting will be forced to 128 tick regardless his origin and technical capabilities (internet connection, connectivity latency and gaming PC quality) and therefore will experience a poor gaming experience.


A freshly installed Insurgency game - without manually altered settings forcing it to 128 tick - will perform like the following:

1) You connect to a server only allowing 128 tick, it will run at 128 automatically.
2) You connect to a server allowing 128 tick, but also the above mentioned min rates of 64, the client will use 64 and not 128.

Therefore it is often said, "the gamer needs to set his game installation to 128 tick manually" in order to assure a constant 128 tick gaming experience connecting to 128 tick servers. (in all variations)


Because of these technical backgrounds, devs always recommended in the past to setup 128 tick servers only for a known player base or for competitive gaming matches (clan battles, sport events etc.). Furthermore it is known that 128 tick servers require a much higher CPU performance (obviously) and since the Source Engine only utilizes one physical CPU core, the max. player amount should not exceed 24-26 players.

If you connect for testing purposes to 32 slot servers running a 128 tick setup, you can often see how badly they perform if the server is full and under action. (net graph or similar commands and more analyzes) Often rented servers at game server providers are running unter virtual setups as well, which kill the performance even more.

Because of all this I said earlier, perhaps a second server could be done. But no changes to our existing 32 slot server performing well for so many players at present.


=]RC[= Hunter
skill is not an unlock ... see ya on the battlefields

Image * Image * Image * Image
Post Reply