1.6 Tweak Guide

Posted by cobbeh at 11:07 18/10/2003.

Over at SoGamed there has been a good article involving ways in optimising your Counter Strike 1.6. A lot of people have been annoyed by the poor fps and this will hopefully help you improve it. Here is a little snippet of the rates section of the article:

Most people seem to be confused about what rates they should use etc…
Well, there is really only one way to know which rates are best for you:

The highest you can put cl_cmdrate and cl_updaterate without getting any choke/loss are the best rates (not higher than 101).
And also put your "rate" to the max that the server allows:
*If server (sv_maxrate) is 10000 then you should use "rate 10000"
*If server (sv_maxrate) is 0 and sv_lan is 0 then you should use 25000
*If server (sv_maxrate) is 0 and sv_lan is 1 then you should use 10000 or 9999

Also if sv_maxupdaterate is 30 (default in 1.6) then you should use 30 updaterate, otherwise you will be sending extra packets.

I tried it out and I believe its pretty decent and it helps to work out what each setting actually changes among many other things. Check it out here.

Comments

Madkjb
11:15 18/10/2003
since when did changing your rates boost ur fps :/ [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
11:41 18/10/2003
Great someone is taking time to help the community by writing these things, but just on that snippet is a mistake.

quote: Also if sv_maxupdaterate is 30 (default in 1.6) then you should use 30 updaterate, otherwise you will be sending extra packets. unquote.

cl_updaterate is the amount of packets a client wishes to recieve from the server. Its the cl_cmdrate which sends packets from a client to the server.

Also quoting about the "rates"
*If server (sv_maxrate) is 10000 then you should use "rate 10000"
*If server (sv_maxrate) is 0 and sv_lan is 0 then you should use 25000
*If server (sv_maxrate) is 0 and sv_lan is 1 then you should use 10000 or 9999
unquote.

1 is ok
2 the maximum rate a server allowes is 20000
3 sv_lan 1 rate can now be changed in 1.6 to allow more then 10000 [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
11:46 18/10/2003
Also, setting your rate to the maximum the server allows is not ideal for people with poor connections, like 56k. The rate (being the maximum DOWNLOAD speed the client allows) can act as a cap so not to overload the bandwidth available. If the rate is set too high, then your are likely to see the "CL_FushEntityPacket" message shorly after some hefty lag.

This report seems ideal for broadband users, but if your dialup i wouldnt follow it. [ Comment: Report | IP: Logged ]
tang0^
11:53 18/10/2003
nice guide [ Comment: Report | IP: Logged ]
ObZ^
11:57 18/10/2003
The highest you can put cl_cmdrate and cl_updaterate without getting any choke/loss are the best rates (not higher than 101).
And also put your "rate" to the max that the server allows:
*If server (sv_maxrate) is 10000 then you should use "rate 10000"
*If server (sv_maxrate) is 0 and sv_lan is 0 then you should use 25000
*If server (sv_maxrate) is 0 and sv_lan is 1 then you should use 10000 or 9999

ye, all very welll but if u havnt got rcon to that server u dont know wot the commands r set at ?

so it doesnt really help much :/ [ Comment: Report | IP: Logged ]
Raveh
Shoot First Ask Later
12:16 18/10/2003
If you use HLSW you can set an option to connect with the server sv_maxrate [ Comment: Report | IP: Logged ]
Necroboy
fightclubclan
12:21 18/10/2003
wheres that raveh?

and is there any news on what ex_interp should be on? Or are you supposed to get so many interp shots? [ Comment: Report | IP: Logged ]
cobbeh
fluid element
12:28 18/10/2003
I dont really mess with my cs settings like that, but I knew most of you did so I thought id post it and help you iccle haxors [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
12:43 18/10/2003
trust fcc to ask about ex_interp :P

Looks to me like interp has been "repaired". The problem in 1.5 is that the default 0.1 caused the model to delay behind where the server knows it to be, and a lower interp ie 0.05 would give a temporary "fix" to the problem. It now appears that the client model is now more accurate the the server and that the only difference between 0.1 and 0.05 is the smoothness the model moves at. My personal preference is 0.1 for smoothness, but as before its up to you what you choose. [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
12:49 18/10/2003
btw, just kiddin necroboy

/me wubs u really [ Comment: Report | IP: Logged ]
Gilga
15:06 18/10/2003
I've read that interp has been repaired so been trying it out with lower interp, I'm not sure if it has been fixed. As most people know I awp like the average UK2 noob, using a lower interp in 1.6 I can actually awp, the last time I could awp was when everyone used 0.05 before CPL changed to 0.1. [ Comment: Report | IP: Logged ]
Genics
thed0n
15:10 18/10/2003
I find 0.1 hits better then 0.05 :| [ Comment: Report | IP: Logged ]
Otis
Rush!
15:43 18/10/2003
in 1.6 awp is a joke. Its so easy to get interp shots on ppl. [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
16:28 18/10/2003
Define "interp shot" means to me please. [ Comment: Report | IP: Logged ]
Otis
Rush!
16:35 18/10/2003
when you blatently shoot miles from them but still hit them. awp is blatent, cos its only one shot and you can see exactly where it goes. [ Comment: Report | IP: Logged ]
Sm[o][o]th
16:35 18/10/2003
ex_interp was 'fixed' so it works properly, it was just limited to values between 0.05 and 0.1, changing it form 0.1 still create the hitbox lag problem tho, so I would advise not changing it if you have morals... [ Comment: Report | IP: Logged ]
Otis
Rush!
16:36 18/10/2003
also when you get hit by awp, like playing when nterp was blocked, you get hit but you know you dodged the shot [ Comment: Report | IP: Logged ]
Sm[o][o]th
16:36 18/10/2003
ffs I meant:

ex_interp WASN'T 'fixed so it works properly... [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
16:37 18/10/2003
Define what "interp shot" means please. [ Comment: Report | IP: Logged ]
Otis
Rush!
16:37 18/10/2003
and i use 0.1 incidently and i know most ppl still do; get the same effects [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
16:40 18/10/2003
The way I see it is that in 1.5, using an interp value of 0.1, you had to aim slightly ahead of the model in order to register a hit. Then you had the blood splat landed on their body then you get a kill. Then you lower your interp to something like 0.05. Now you aim AT the model and register a hit, but the blood splat begins behind the model. Im guessing that this is what you mean by "Interp shot" yes? [ Comment: Report | IP: Logged ]
Pyroux
2seXeh 2perfoRm
16:44 18/10/2003
Grim is fkin emense dont mess he'll config ur ass into next wednesday [ Comment: Report | IP: Logged ]
Bodkin
2seXeh 2perfoRm
16:47 18/10/2003
Grim's the daddy [ Comment: Report | IP: Logged ]
AlleM
17:01 18/10/2003
i use ex_interp 0.1 in 1.6 and i find most of my awp shots register not actually on the model im aiming but near them. Its hard to explain its like if u see a guy and he runs to the left of u and u fire where he/her was but its like his hitboxes is slightly delayed and it registers where he/her just was not where he/her is. So if some one runs just out of ur crosshair i tend to still fire anyway and 70% of the time it will reg on him/her in in thin air. hope understand what i just typed lol :| [ Comment: Report | IP: Logged ]
Genics
thed0n
17:03 18/10/2003
think he means when you are running away from a awp shot, you jump behind a wall or somin, then sudenly get killed and dragged back to where u were. you can feel it happen. hits you where you were, not where you are. [ Comment: Report | IP: Logged ]
AlleM
17:07 18/10/2003
i have a 1meg avi of an insanely stupid awp shot i get rather close range but its no where near the player but i have no where to host this file. But it is truly stupid if u saw this awp shot as its no where near the player and i was not interping :| [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
17:08 18/10/2003
ok, ill write up a report about the so called "interp shot" to explain it. gimma a week or so and ill put it up. also see if ukt will stick it on news [ Comment: Report | IP: Logged ]
Genics
thed0n
17:08 18/10/2003
happens all the time in 1.6 i often hit people and dont even realise it is a kill coz it was miles behind them. especially when people run behind walls [ Comment: Report | IP: Logged ]
AlleM
17:13 18/10/2003
anyof u on irc ill dcc this 1.5meg file its funny as f*** to say the least lol [ Comment: Report | IP: Logged ]
Otis
Rush!
17:32 18/10/2003
no Grim that's not what happens. Its like the model is dragging behind and you are hitting that and not actually where the player is. [ Comment: Report | IP: Logged ]
Otis
Rush!
17:36 18/10/2003
its not just an animation thing [ Comment: Report | IP: Logged ]
Gilga
17:40 18/10/2003
the interp limiting thing is just a server setting aint it? I'm sure I've been on a 1.6 server than let u have whatever interp u wanted. [ Comment: Report | IP: Logged ]
Gr1mRe4pEr
2seXeh 2perfoRm
18:21 18/10/2003
Actually, i have to admit that awping is alot easier then it was. I first put it down to the fact that the mouse input bug was fixed. But now i find that i can pull off the most bs shots with an awp aiming nowhere near the person I killed. I now see where you all comming from, maybe there is some sort of calculation problem in the server which needs resolving. I used to believe that i could get an accurate shot when i aimed across a target from left to right then firing as i go past all the time. This seems to be even more true in this version perhaps due to the mouse fix? I cant explain this one so im not going to try. Im thinking this is an actual problem within the server's shot calculations and not an "ex_interp shot". [ Comment: Report | IP: Logged ]
biffster
2seXeh 2perfoRm
19:27 18/10/2003
ill get your parker Grimm! [ Comment: Report | IP: Logged ]
shads
theb0g
20:10 18/10/2003
genics f***ing die u b0g wannabe, thed0n is disgusting.

1.6 = interp

me & obi r kings of it [ Comment: Report | IP: Logged ]
Otis
Rush!
21:38 18/10/2003
OBI wishes he could play [ Comment: Report | IP: Logged ]
BelleH
Rush!
22:30 18/10/2003
Otis sounds like hes got some matrix mod [ Comment: Report | IP: Logged ]
NoToRiOuS
2 COOL 4 SKOOL
UKTerrorist
01:35 19/10/2003
what are u talking about belleh, OTIS IS THE MATRIX

*cue music* TADDAAANNNAAAAAAAAaaaaa. [ Comment: Report | IP: Logged ]
Jolleh
Team56
03:46 19/10/2003
your all w**kers [ Comment: Report | IP: Logged ]
Jolleh
Team56
03:47 19/10/2003
cept valar, hes sound as a pound [ Comment: Report | IP: Logged ]
Del`
Sniper's Alley
18:20 22/10/2003
'interp shots' are usually caused when the prediction netcode f***s up due to a lagspike or similar. Also occasionaly because the player was moving slightly when they shot, making the awp slightly innacurate, and in some cases it can look like an interp shot. [ Comment: Report | IP: Logged ]
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