Most FPS's have a nifty little console command to reduce lag and make servers with a ping above 100 actually playable. Crysis's is cl_packetRate, which I set to 66. On some servers, I can use this rate and it's great because there's no longer a massive handicap delay between my client and the server. Some servers, however, including ours, lock me at a packet rate of 30. Is there some way to fix this?
cl_packetRate
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- Official Post
Try a bigger forum
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roflmfao(no need to explain XD XD XD
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roflmfao(no need to explain XD XD XD
Huh?
And Evil, I was thinking this is probably a problem with our server, and it's probably a setting that can be changed somewhere. Which is why I posted it where Tanky could see it.
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- Official Post
What would Tanktop do about packetrate? I thought you just said it was a client-side setting.
From TweakGuides:
Multiplayer CommandsNote: The bulk of multiplayer-related commands usually start with sv_, net_, cl_ and g_. The most important known MP commands for players (clients) are covered below:
cl_bob [0-1] - Determines the extent to which your weapon bobs and sways as you move; 1 is the highest, and fractional values down to 0 will steadily reduce it to nothing. This is the same as the in-game Weapon Inertia setting, however the command may be useful if you just wish to adjust your weapon bobbing 'on the fly' within multiplayer.
cl_bandwidth [value] - This setting determines the maximum bandwidth in bits per second to use when communicating with the game server. You can try lowering this value from the default on your system to see if it helps stabilize your Ping (system).
cl_packetRate [value] - This setting determines the number of packets per second sent from the server to your machine. You can experiment with lowering the packet rate if you find packet loss (manifesting as in-game warping) is quite high (system).
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Try a bigger forum
i thought that was quite funny. anyways hope that works for you cad and nice find evil that should help cad.
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Lol, that's actually where I found packetRate. Yes, it's a client-side setting, but whether a server locks the client's packet rate on its own has nothing to do with the client, and our server is locking my packet rate on its own.
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- Official Post
If it's client-side, then I don't think the server has anything to do with it. In other words, there's no server-side setting that can be edited.
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Wait a moment Evil. If I enter cl_packetRate 66 in the main menu, it'll work, but if I type cl_packetRate 66 when in certain servers, it will return "cl_packetRate 30." Also, in every FPS I've seen there's at least a few servers that lock the packet rate at a certain point, and what number(s) the rate(s) are locked at depends on what the server owner did himself.
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Wait a moment Evil. If I enter cl_packetRate 66 in the main menu, it'll work, but if I type cl_packetRate 66 when in certain servers, it will return "cl_packetRate 30." Also, in every FPS I've seen there's at least a few servers that lock the packet rate at a certain point, and what number(s) the rate(s) are locked at depends on what the server owner did himself.
want a medal?
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For what? Explaining a console command's interacting with a server?
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guys stop being so harsh on cad....
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- Official Post
Cad, if theres a way to change it server-side, let me know and ill do it.
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Look at this. I found a list of console commands in the CryEngine that seem like they were meant to be typed into a dedicated server:
net_backofftimeout
net_bw_aggressiveness
net_channelstats
net_connectivity_detection_interval
net_defaultChannelBitRateDesired
net_defaultChannelBitRateToleranceHigh
net_defaultChannelBitRateToleranceLow
net_defaultChannelIdlePacketRateDesired
net_defaultChannelPacketRateDesired
net_defaultChannelPacketRateToleranceHigh
net_defaultChannelPacketRateToleranceLow
net_disconnect_on_rmi_error
net_enable_tfrc
net_enable_voice_chat
net_gamemode
net_highlatencythreshold
net_highlatencytimelimit
net_inactivitytimeout
net_input_dump
net_input_trace
net_lanbrowser
net_lan_scanport_first
net_lan_scanport_num
net_log
net_log_remote_methods
net_phys_debug
net_phys_lagsmooth
net_phys_pingsmooth
net_rtt_convergence_factor
net_scheduler_debug
net_stats_login
net_stats_pass
net_voice_lead_packets
net_voice_proximity
net_voice_trail_packetsMaybe net_defaultChannelPacketRateDesired being set to 66 would do it. But that might force people with a non-66 rate internet to comply, so how about net_defaultChannelPacketRateToleranceHigh 66.
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- Official Post
I set it to 60 via the command prompt, so the setting will last until the game server is restarted. However, if you had a problem with lag before, this should only make it worse.
If you experienced packet loss before, it should be twice as bad now that the server is sending 2x as many per second; not sure why you want the value raised, but we'll see what happens.
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In my experience setting a game's packet rate to 32 reduces delay, and to 66 removes the delay, despite any packet loss chances. That's how I kick ass on Call of Duty most of the time.
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- Official Post
I manually set it to 60, but PointGuard reported worse-than-normal lag and warning message spam in his console, so I reduced it to 15. The console spam still exists, but we'll see what happens in terms of "teleportation".
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Uhh... If it's affecting the other members, let's just set it back to 30 and try the tolerance high command.
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sry guys I havent read this thread but there is a warning message in the console saying "packetrate must be equal to 30".
Are u getting this too? -
- Official Post
Yes, PointGuard mentioned the warning messages. However, it does not kick any players, so I was going to leave it temporarily at the current value (15) to see if there is any impact in performance reported. To be honest, I'm not entirely sure how changing the packet rate affects anything, so I think the default 30 is the most logical value.
One of the suggested CVAR checks by PB is pb_sv_Cvar cl_packetrate IN 30, this means that the server checks to make sure every client's packetrate=30. I have changed this cvar to pb_sv_Cvar cl_packetrate IN 10 70 for the time being, to eliminate the console spam. If this causes any problems, let me know.
In short, clients (like you, Cad) should now be able to manually edit their cl_packetrate to any value within 10-70.
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