@ezekel My theory why the server is locked to 30 tick right now is because of the inherent LUA cpu performance cost, as UWE haven't yet released the LUAJIT implementation they've been working on. You… (View Post)
You can check your network traffic with net_stats in game, you'll see that send rate never really goes over 3kb/s and receive varies anywhere from 5 up to around 15kb/sec depending on players and the… (View Post)
Is it possible for the devs to allow server operators to modify the updaterate, maxsendrate and tickrate? It would be good to at-least match the Q3 if not surpass it. Q3 was made with 56k/ISDN/early … (View Post)
Arguing the semantics of how hit-reg and interpolation with conjecture and not evidence is a waste of time. Anyone can say they "felt" hit-reg was better with low/high interp or on a comple… (View Post)