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外国职业战队的config


LIBO

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网络优化:

// _Set netcode settings_
// _adjusts hitboxes and netcode settings for optimal registration_

cl_cmdbackup 2
cl_cmdrate 101
cl_interp 0.01
cl_interpolate 1
cl_lagcomp_errorcheck 1
cl_lagcompensation 1
cl_updaterate 101
cl_smooth 1
rate 25000[/code]

能否讲一讲这些参数的含义?

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:mellow: 原来5700 时候,开D9进服务器PING200多(FPS10左右),开D7进同一个服务器PING60(FPS40-60)左右 :mellow:

:mellow: 现在6800 时候,开D9进服务器PING80-110多(FPS20左右),开D7进同一个服务器PING40-60(FPS100左右比较稳定) :mellow:

:mellow: 这是为什么呢?会不会是低FPS造成的反馈滞后导致的? :mellow:

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:mellow: 原来5700 时候,开D9进服务器PING200多(FPS10左右),开D7进同一个服务器PING60(FPS40-60)左右 :mellow:

:mellow: 现在6800 时候,开D9进服务器PING80-110多(FPS20左右),开D7进同一个服务器PING40-60(FPS100左右比较稳定) :mellow:

:mellow: 这是为什么呢?会不会是低FPS造成的反馈滞后导致的? :mellow:

翻译下面这段对话,也许能回答11的问题:

<TwentySeven> well packets at a divisor of your fps

<TwentySeven> 30 is good

<TwentySeven> every "frame" the client generates a command

<TwentySeven> a command is just a list of what buttons you have held down

<TwentySeven> and your viewangles

<TwentySeven> tiny packet like 20 bytes

<TwentySeven> now whatever your maxpackets is

<TwentySeven> is how many of those to send per packet

<TwentySeven> so cl_maxpackets 42 at 125fps

<TwentySeven> is ~ 3 commands per packet

<thnom> So why is it locked now ?

<TwentySeven> because

<TwentySeven> sending 125 packets per second is okay for 1v1 cpma

<TwentySeven> or q3

<TwentySeven> but for 14 player UrT

<thnom> Oh

<TwentySeven> thats 14*125 packets per second

<TwentySeven> essentially a ddos attack

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翻译下面这段对话,也许能回答11的问题:

well packets at a divisor of your fps

30 is good

every "frame" the client generates a command

a command is just a list of what buttons you have held down

and your viewangles

tiny packet like 20 bytes

now whatever your maxpackets is

is how many of those to send per packet

so cl_maxpackets 42 at 125fps

is ~ 3 commands per packet

So why is it locked now ?

because

sending 125 packets per second is okay for 1v1 cpma

or q3

but for 14 player UrT

Oh

thats 14*125 packets per second

essentially a ddos attack

:mellow: 简而言之:FPS 的数值大小直接影响作为客户端的玩家每秒发送给服务器端的数据包数 :mellow:

:mellow: 所以如Q3,UrT 等游戏限制客户端发送的数据包数量为125FPS时最多发送42个包,貌似可以优化服务器负担 :mellow:

:mellow: 所以FPS值还是间接对 ping 有影响,过高的FPS还会增加服务器工作,希望大家不要为富不仁…… :mellow:

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