All those informations are in Internet
In CoD2 mulitplayer settings, in
mp_config.cfg, there are three cvar variables that directly affect communication efficiency with the server:
- Snaps,
- Cl_MaxPackets,
- Com_MaxFPS.
Snaps
Snaps refers to the number of 'snapshots' of information that are received from the server every second. Each snapshot contains the "game status" and it is the data-transfer equivalent to frame-rate.
Snaps should be set equal to the COD2 server's
sv_fps setting (default 20). Regardless of how high you set your snaps setting, you will not be able to receive more than the rate at which the server runs which is defined by its
sv_fps setting or by the cap. You can set your
sv_fps 40 and play on a
sv_fps 30 server without needing to adjust your snaps - it will run at 30. For efficiency, you should match your Snaps with sv_fps setting. If you have a slow connection you might need to set it lower (Snaps = 10 is the lowest value in the range).
Cl_MaxPackets
Cl_MaxPackets is the highest amount of data packets that can be uploaded to the server by your computer every second. The higher this number is, you are telling more often the server where you are and what you are doing, so good for you. In Q3
Cl_MaxPackets 125 is maximum but in CoD2 maximum is 100. I think, that it's only question of scale, so after calculation the values for Q3 scale (
Cl_MaxPackets 125) i recommend to change all the values proportionally, for CoD2 scale.
If you set this value too high, your ping - as calculated by the game - will start to rise or you will not able to connect to server. So you have to find an optimal value. With higher Cl_MaxPackets you will shoot exactly what you're aiming at.
Com_MaxFPS
The
only valid values of
Com_MaxFPS are those which are equal to (1000/N) where N is an integer.
Here are valid
Com_MaxFPS:
1000/1 = 1000
1000/2 = 500
1000/3 = 333
1000/4 = 250
1000/5 = 200
1000/6 = 166
1000/7 = 142
1000/8 = 125
1000/9 = 111
1000/10 = 100
1000/11 = 90
1000/12 = 83
1000/13 = 76
1000/14 = 71
1000/15 = 66
1000/16 = 62
1000/17 = 58
1000/18 = 55
etc...
CoD2 is based on Q3 engine, so to see how FPS impacts on your jump length visit:
http://ucguides.savagehelp.com/Quake3/FAQFPSJumps.htmlCl_MaxPackets and Com_MaxFPS
To maximize the efficiency of your connection
Cl_maxpackets and
Com_maxfps have to be chosen in such a way as to respect the relationship between data upload rate and framerate.
Cl_MaxPackets should be equal to (
Com_maxfps/N). For example (in Q3 scale): 125/1=125, 125/2 = 63, 125/3 = 42, 125/4 = 32, 125/5 = 25, but in CoD2 scale we've got: 100, 50, 33, 25, 20. Try to choose the largest values of
Cl_MaxPackets and
Com_MaxFPS that your connection will allow. One more time a calculator:
http://www.funender.com/quake/articles/fps.htmlYou can find a lot of informations about CoD2 tweaking here:
http://www.tweakguides.com/COD2_1.html