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Cs go max acceptable ping console command
Cs go max acceptable ping console command





cs go max acceptable ping console command

The “+/-” value next to it is the average deviation for the last 50 data packets. Sv shows the time it took to process the last data packet. One look at them will be enough to determine the quality of the server. “Sv” and “var” in the third line are indicators of the current server. At least, this is exactly what Valve recommends doing in this case. If you notice noticeable jumps in this variable, consider limiting frames per second with the fps_max command. The critical thing to remember is a simple rule: the lower the client’s var, the better. There’s no need to have a thorough understanding of what and how is counted for this variable. The “var” in the first line is a client-side parameter that shows the average deviation in the rendering of the last 1000 frames. The last three parameters are even more complicated, but they are also the most informative. To do so, just open the console and enter “rate 786432.” The value of this variable can be different, but we recommend this one. To fix any choke-related problems, you only need to change the settings, namely the rate value. The good news is, a modern connection more than covers the needs of Counter-Strike: Global Offensive. If the information flow exceeds the client’s receiving limit, choke begins to increase. “Choke” shows connectivity problems on the client’s side. Anything higher results in an inconvenient experience. Ideally, the loss value should never exceed zero. Packet loss causes horrible lags, problems with registering hits, and a bunch of other negative effects in the game. These portions of information are called packets. The game and the server don’t communicate with each other in an endless stream of information, but rather in portions. Loss is the percentage of packets lost in exchanges between the client and the server, shown in percents. The remaining five parameters - “sv,” “loss,” “choke,” and two “var”s - are a bit more complicated. In the menu, the value will be “offline,” when training with bots, it’ll switch to “local,” and during matches over the network, to “online.” Remaining Parameters This indicator will also come in handy when starting your own server.įinally, the last value in the third line shows what type of server the client is currently connected to. All competitions are played on servers with a tickrate of 128. For matchmaking, it’s 64 for third-party servers, it’s normally 128. On the bottom left is the “tick.” The value of this parameter is equal to the current tickrate of the server. If the game is automatically updated in Steam, the version will always be up-to-date and there’s no much sense in this parameter. Ver shows the current version of the game. Right below the ping, you can see the “ver” value. A ping greater than 100 won’t be comfortable for competitive gaming, and at 140 and above, playing becomes distinctly inconvenient. With a ping of up to 30, the connection to the server is considered excellent up to 70 is good up to 100 is acceptable. In the first line, you can also see the parameter called “ping” - which is the server’s response time in milliseconds. For a comfortable experience, this value should be 2 or more times higher than the monitor’s refresh rate. The very first parameter, “fps,” is the number of frames per second. After that, a table of three lines and four columns will appear at the bottom of the screen. To enable the display of this information, you must enter the “net_graph 1” console command. It sounds complicated, but it’s actually no rocket science at all. Net_graph is the game’s built-in system that monitors connections.







Cs go max acceptable ping console command