![csgo ping console commands csgo ping console commands](https://i0.wp.com/csgonoob.net/wp-content/uploads/2017/10/csgo-console-commands.png)
In this section I will try to explain what each command does so you can use the best value. Incorrect rates can easily induce lag on a good connection. In order to take the most out of your network connection, you need to set your Rates correctly.
![csgo ping console commands csgo ping console commands](https://www.killping.com/blog/wp-content/uploads/2018/04/damage-bind.jpg)
#CSGO PING CONSOLE COMMANDS UPDATE#
In simple words, choke happens when server tries to send update to client but fails to do so, common reasons for choke are insufficient server bandwidth and not being able to sustain tickrate. If you have a high Choke on a server, try changing the server and playing somewhere else until it's fixed.
![csgo ping console commands csgo ping console commands](https://i.pinimg.com/originals/1c/da/01/1cda01fff0f926a3794803e4d6016656.png)
Your choke should normally be 0%, if it's higher it means server has some problems. There's pretty much nothing you can do about Choke because it's caused by the server itself. It's typically caused by network problems at the server or an overloaded CPU. You can measure the overall loss of your network via PING tool:Ĭhoke is server lag, it means your packets do reach the server but the server itself fails to process them. Please note that a loss of x% does NOT mean that out of 100 bullets you fire, x won't hit. Either your ISP has some problems or your internet quality is really bad. Your loss should normally be 0%, if it's higher it means something's not right. It also shows the stability of your connection. There are different causes for packet loss, among which a wireless connection and ISP problems can be named. It's the common cause of rubberbanding (a.k.a. Loss denotes your packet loss, it measures how much % of your packets don't reach the server. You can set a maximum ping limit for the servers you join by using the following command: If your ping is between 200ms and 350ms, you might experience some lag but you can still play the game without major problems unless you have Loss and/or Choke. The lower your latency the faster your commands reach the server.Ī ping less than 70ms is considered good, however any ping below 200ms is totally playable. It denotes the delay between when you make a move and when server recognizes your move. Ping/Latency is the most determining factor of connection quality. You can observe them via NetGraph in-game by entering the following command in console: net_graph 1 Your overall connection quality is determined by three factors outlined below.
![csgo ping console commands csgo ping console commands](https://www.tobyscs.com/files/sv-cheats1-featured.jpg)
You can read more about Ping & Latency here: Ping tool shows a different Latency value than CSGO because ping tool calculates latency client-sided and CSGO performs it server-sided. So in a nutshell, Latency is the time it takes for a packet to reach its destination and get back. This is 100% false, the only reason the latency PING tool shows is different than the one you see in-game is because PING tool calculations are client-sided while CSGO Latency calculations are server sided. Some people incorrectly state that ping is a 2-way trip while latency is a 1-way trip. However, latency shown in CSGO is a bit different because the server calculates your ping not your client, so CPU cycles are also taken into account. So it's basically the time a two-way trip of one of your data packets takes. What this tool actually does is send a packet to server and wait for a response, then note how much time it takes to get the response back. In order to calculate your latency for a website, you would have to use the PING tool via command line. In other words, Latency is the time it takes for your packet to reach the server and come back and PING is a tool for measuring that time. However, the word "ping" itself can also have the same meaning as latency nowadays. Latency is the time it takes for a pack of data sent from a client to reach its destination and (for the response to) get back, while ping is a tool to measure latency. The word ping is generally used in the place of latency over the internet, while it's not technically 100% correct, I'll be using the the word ping in this guide for the sake of simplicity. You can read more about how networking in Source Engine works here: You can read more about Interpolation here: Interpolation prevents stuttering usually caused by packet loss, thus provides a smoother overall experience. What it basically does is provide a smooth visual (note the word visual) experience on client side. Your client tries to predict the cause and effect on the server you're playing on and show the results before waiting for confirmation from server. Lag Compensation is closely related to Prediction & Interpolation. You can read more about Lag Compensation in Source Engine here: In other words, lag compensation makes gameplay smoother for players with high latency. But what does the term "lag compensation" mean? Lag compensation tries to provide a smooth online gaming experience for low quality internet sessions or connections by countering the effects of high latency. Most modern video game engines (including Source Engine) feature comprehensive lag compensation.