Why are players reporting lag on the server?There are a few reasons for this.
1. If it happens when the server gets full, try raising the sv_maxrate of the server to 12000 or 25000.
In your generic.cfg or myconfig.cfg:
set sv_maxrate 12000
set sv_maxrate 25000
For some reason high pingers may experience more lag at 25000. If you have mostly high ping players, than 10000 or 12000 is recommended. If you have mostly low ping players, 25000 is best.
Also, cable, DSL or faster connection users should type in their console (hit the ~ key to toggle the console up and down):
This will be downward compatible with any server's rate setting (25000 is the maximum the Q3 engine will output).
2. Unless you know players are going to use a higher "snaps" it is strongly recommended to leave your server at sv_fps 20 - which is the default server setting, otherwise you will get a bunch of complaints of lag and ping spikes.
If you are running at a higher sv_fps (higher than the default 20) clients must match it with an equal # in snaps.
Example if server is set for:
set sv_fps 25
The client should have:
It is recommended that all clients have their snaps at 40 (~ to toggle console):
That way they are downward compatible with any servers sv_fps settings between 20 and 30 (40 is never recommended for Internet servers since it pushes the server too hard). If the server's sv_fps is high and the clients snaps # is lower than the server's matching sv_fps #, the client will lag severely.
3. Your servers PunkBuster settings may need adjusting.
If your server is using PunkBuster, you may want to try these settings in your generic.cfg or myconfig.cfg:
PB_SV_AutoSs 0 // Set to 1 (default is 0) if you want the PB server to regularly retrieve screen shots
Screenshots are known for causing lag due to the screenshots happening frequently and eating up bandwidth - causing the server to access the hard drive everytime.
pb_sv_Sleep 100 // least intrusive PB setting
Speaks for itself.
Cvar checks are another culprit. You may find a lot of servers are checking for OGC cvars, when PB already checks for them. Each cvar forces the client's game to check it every second, adding more processing and a potential 'lag feeling'. We recomend these settings:
pb_sv_cvarempty // empties cvar list for fresh start
PB_SV_CvarLogging 0 // cvar settings minimal
PB_SV_CvarFreq 2 // cvar settings minimal
PB_SV_CvarUserPulse 99 // cvar settings minimal
PB_SV_CvarChangedPulse 99 // cvar settings minimal
PB_SV_CvarWalk 0 // cvar settings minimal
pb_sv_cvar snaps IN 20 60 // prevents artificial lag
pb_sv_cvar rate IN 2500 25000 // prevent artificial lag
pb_sv_cvar cl_maxpackets IN 30 125 // prevents artificial lag
pb_sv_cvar cl_timenudge IN -50 0 // prevents artificial lag
pb_sv_cvar cg_bobup IN 0 0.005 // prevents bobup exploit
pb_sv_cvar com_maxfps OUT 1 30 // prevents artificial lag
pb_sv_cvar sv_padpackets IN 0 // prevents artificial lag
pb_sv_cvar cg_shadows IN 0 1 // prevents shadows wallhack
pb_sv_cvar r_znear IN 4 // prevents potential code hack
pb_sv_cvar r_shownormals IN 0 // prevents potential code hack
pb_sv_cvar r_nocurves IN 0 // prevents potential code hack
pb_sv_cvar cm_oncurves IN 0 // prevents potential code hack
pb_sv_cvar cm_noAreas IN 0 // prevents potential code hack
pb_sv_cvar r_drawworld IN 1 // prevents potential code hack
Another recommendation we often find that is wrong, is you may be told to have sv_strictauth 1 on. Evenbalance (makers of Punkbuster) have already said this setting is unnecessary when pb_sv_guidrelax is used fully:
pb_sv_guidrelax 0 // strictest guid authentication settings
PunksBusted's Forum sv_strictauth 1/0 Discussion
sv_strictauth 1 is known to lag clients and server due to the cd key checks. If Punkbuster is enabled, it already validates cd-keys through GUID authentication, and PunkBuster is intergrated with the Quake 3 master server.
We recommend, if you are using PunkBuster, with pb_sv_guidrelax 0, put the following in your generic.cfg or myconfig.cfg:
4. Clients may need to adjust their own settings.
/cl_maxpackets at 100 is known to help smooth out the gameplay.
Clients can type in their console (~ to toggle the console up and down):
The Quake 3 engine seems to have a problem calculating ping properly at /cl_maxpackets 100 so your ping may appear to have gone up slightly, but nothing has really changed.
For more information on PunkBuster settings, for the player and administrator, go to the following links:
PunkBuster For Players
PunkBuster For Server Administrators