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Server Average tick rate

netspeed is just the rate that the player will use in total, by sending/receiving data to/from the server. Tickrate is how often the server checks for I/O, so a very low tickrate will increase the chance for a server to miss a player action, like a bullet hitting the enemy etc.

In Counter-Strike : Source, and the source engine as a whole, a high tickrate (66-100) is a must to get decent bullet registration. On tickrate 33, which is default for css, you will often get WTF experiences when spraying up close, and many of your bullets will not register as hits.... Never had problems with the default tickrates in other games than those on the source engine, especially CS: S.
 
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[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
AllowPlayerPortUnreach=False
LogPortUnreach=False
MaxConnPerIPPerMinute=5
LogMaxConnPerIPPerMin=False
 
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aceto said:
[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=30.0
InitialConnectTimeout=200.0
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=10000
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=20
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
AllowPlayerPortUnreach=False
LogPortUnreach=False
MaxConnPerIPPerMinute=5
LogMaxConnPerIPPerMin=False

Can we expect a better ping if the MaxInternetClientRate=10000 was set to 25000 ?
Would we get a better response with the NetServerMaxTickRate=20 set to 35 as per the Lan setting?
 
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ButchCassidy said:
Can we expect a better ping if the MaxInternetClientRate=10000 was set to 25000 ?
Would we get a better response with the NetServerMaxTickRate=20 set to 35 as per the Lan setting?

No.

Some good advise on NetServerTickRate and MaxClientRate from Epic, the creators of the UT engine RO is built on.

NetServerMaxTickRate=20...Leave the tick rate at 20 (the default value). Using scientific and high tech testing techniques, this value was found to provide optimal netplay (ie trial and error). "It sets the maximum tick rate (frames per second) of the server. By default it is 20, which means that servers will tick at 20 fps. This is a good compromise value, since it keeps server cpu utilization low without having a significant impact on ping or physics. Higher values will reduce ping, but increase server cpu utilization, and vice versa for lower values"- Steve Polge @ EPIC

MaxClientRate=5000...This is the max speed you will allow an individual client to connect to your server..it will work great for the average cable modem user...telephone modem users will be trying to connect at 2600, whereas T1 players may be trying to connect at 15,000 but will not be able to, they will only connect at this setting maximum...

For Servers on cable and DSL modems you can set this to 5000, for T1 Servers set this to 10,000 and 15,000...although EPIC says the most any normal individual player will draw is 7,000 even if the MaxClientRate is set higher.
 
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I'm just curious why these settings are even needed. With a commercially rented server and a reliable server company, the box should be powerful enough and the connection fast enough to handle all the players. It seems like these settings are ones you'd use if you were using your own computer with a connection that is slower than commercial server hosts...
 
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No.

Some good advise on NetServerTickRate and MaxClientRate from Epic, the creators of the UT engine RO is built on.

NetServerMaxTickRate=20...Leave the tick rate at 20 (the default value). Using scientific and high tech testing techniques, this value was found to provide optimal netplay (ie trial and error). "It sets the maximum tick rate (frames per second) of the server. By default it is 20, which means that servers will tick at 20 fps. This is a good compromise value, since it keeps server cpu utilization low without having a significant impact on ping or physics. Higher values will reduce ping, but increase server cpu utilization, and vice versa for lower values"- Steve Polge @ EPIC

What EPIC fail to mention here is that sure 20 ticks is prob a decent value when you have 50+ players on a server since there is no way the cpu could handle any higher ticks. But if you lower the player count like we did on our Red orchestra 2 server to 32
bumped the NetServerMaxTickRate from 20 to 40
and bumped MaxInternetClientRate from 10000 to 30000

The server now updated TWICE as fast as default and WOW it was like a new game shots did dmg as soon as they left the barrel. It reduced the ridiculus amounts of lead you have to do. We had never seen hitreg this good in RO
ESP in CQC where for some reason on 20 ticks the enemy became harder to hit the closer they got as long as they where moving / dodgeing.

The whole clan agreed that this was quite simply the best RO2 server we had ever played on and we even got more than one random pub guy say that it was the best server he ever played on.

So no im going to go ahead and call this a big lie. The game plays ALOT better with twice the updaterate. However the tradeoff is the ammount of playerslots the server can handle. The Unreal engine is "capable" of 64 players wich is the ONLY reason the default tickrate is 20.

Trust me our 32 player 40 tickrate server beat 64 player servers with better hardware HANDS DOWN when it came to Hitreg, Responsivness and ping.
The engine STILL cant handle 64 players properly even in UE3. Atleast in RO2s case the game would have benefited alot from a 32player max cap and higher default rates.
 
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