I'm playing around trying to add a "snaps per second" meter in an .exe build (linked on my sig, not yet in) and I found the following peculiar - and worrying behavior:
server snaps 20: (urt default and locked)

SPS (snaps/second from server -> to client) jumps from 20 to 19 all the time. 19 is a common mean. The common deviation from the mean ('standard deviation') is 2-3 snaps / second.
the trend continues with other values, e.g. 40:

and then - surprise - there are "magic values":
on 125:

solid, 0 deviation
a more realistic approach, 25:

again, solid, 0 deviation.
I may have a version of the .exe soon for anyone to test. Though a developer can just make his own meter i suppose.
(the images are from baseq3 but same deviation was shown on urt on 20)
edit:
Ignore the 0 columns (2nd column of 10s interval), it's not ready yet so it printed nothing.
I suspect it may be better for gameplay to use one of those magic values e.g. 25, it also reduces gameplay latency and needs some more resources but it may be worth it nowadays provided there are no bugs because of it as it has been discussed before.
update: this behavior appears to be related to FPS of the client, as it should have been obvious, however since most clients are going to be playing on a certain FPS anyway, certain sv_fps values might be more optimal relating to this behavior, regardless of the latency output due to their number.


















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