Team Fortress 2
phillipeno Jan 20, 2018 @ 4:41pm
Red bar spikes in net_graph
Recently I've been experiencing some stuttering issues that have been really annoying. It's uncommon for these spikes to happen on normal servers, but when on MGE servers, it really gets on my nerves.

http://steamcommunity.com/sharedfiles/filedetails/?id=1276319372

http://steamcommunity.com/sharedfiles/filedetails/?id=1276319545

Does anyone know how to get rid of these spikes? My ping and fps are perfectly fine. I've tried verifying the game cache, re-instaling TF2, and updating my drivers.
Last edited by phillipeno; Jan 20, 2018 @ 4:43pm
< >
Showing 1-5 of 5 comments
moist_muffin Jan 20, 2018 @ 5:30pm 
Same here.
BUT, I recently got a new PC and it doesn't have lan support.
So i had to rely on WLAN, and the change in speed was from 2mb/s to 1.4 mb/s
But my ping went from 30 to an unnormal 90
OLDMAN🎅 Jan 20, 2018 @ 5:35pm 
OLDMAN🎅 Jan 20, 2018 @ 5:39pm 
//----------------------------------------------------------------------------
// FPS display options
// Show your current FPS or limit your maximum frames to make the game smoother and less jittery.
//----------------------------------------------------------------------------

//cl_showfps 1 // Show unsmoothed FPS meter.
fps_max 0 // Set the FPS cap to an amount that you typically max out at to prevent jittering. Should be higher than 60.
alias "+ScoreDisplay" "+showscores; net_graph 1" // Makes netgraph show info, but only when viewing scoreboard. Comment this line to get rid of the netgraph on the scoreboard.
alias "-ScoreDisplay" "-showscores; net_graph 0" // Comment this line to get rid of the netgraph on the scoreboard.
//net_graphproportionalfont 0 // Makes netgraph font size proportional to your screen's current resolution. On smaller displays, it's larger than it needs to be and fills up the scoreboard. Comment or set to 1 if you still want it.
//net_graphpos 0 // Modify the location of the netgraph. 0 = left edge, 1 = right edge, 2 = centered, 3 or higher specifies the X co-ordinate of the graph's left edge
//net_graphheight 64 // Modify the height of your netgraph for fine modification.

//----------------------------------------------------------------------------
// Network settings
//
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
//----------------------------------------------------------------------------

// Good connection
//cl_cmdrate 66
//cl_interp 0
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//rate 60000

// Comanglia's Good connection
//cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
//cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
//rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL

// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000
phillipeno Jan 21, 2018 @ 7:00am 
Originally posted by OLD*MAN:
//----------------------------------------------------------------------------
// FPS display options
// Show your current FPS or limit your maximum frames to make the game smoother and less jittery.
//----------------------------------------------------------------------------

//cl_showfps 1 // Show unsmoothed FPS meter.
fps_max 0 // Set the FPS cap to an amount that you typically max out at to prevent jittering. Should be higher than 60.
alias "+ScoreDisplay" "+showscores; net_graph 1" // Makes netgraph show info, but only when viewing scoreboard. Comment this line to get rid of the netgraph on the scoreboard.
alias "-ScoreDisplay" "-showscores; net_graph 0" // Comment this line to get rid of the netgraph on the scoreboard.
//net_graphproportionalfont 0 // Makes netgraph font size proportional to your screen's current resolution. On smaller displays, it's larger than it needs to be and fills up the scoreboard. Comment or set to 1 if you still want it.
//net_graphpos 0 // Modify the location of the netgraph. 0 = left edge, 1 = right edge, 2 = centered, 3 or higher specifies the X co-ordinate of the graph's left edge
//net_graphheight 64 // Modify the height of your netgraph for fine modification.

//----------------------------------------------------------------------------
// Network settings
//
// Whilst net settings perhaps aren't an integral part of an FPS config, they
// are a fact of life in competitive TF2, and as such, they are included here.
//
// A common question I am asked -- what defines whether a good connection is
// good or bad? Mostly personal preference. If you're not willing to make the
// choice, try both and see which is better for you.
//
// Generally, meeting both of the following conditions would classify it as a
// good connection:
//
// - Ping of <80 to the average server you join
// - Generally no/negligible choke/loss (can be checked with `net_graph')
//
// There's some pretty good documentation on this here:
// http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
//----------------------------------------------------------------------------

// Good connection
//cl_cmdrate 66
//cl_interp 0
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 66
//rate 60000

// Comanglia's Good connection
//cl_cmdrate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
//cl_interp .033 // change to whatever you like for certain classes projectiles/popping uber/flames = .0152 hitscan = .031 on bad connections = .062
//cl_interp_ratio 1
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 67 // The tricks to get 1.4ms lerp are placebo you're still forced to .0152
//rate 60000 // anything above 62,000 is completely useless, anything above 48,000ish is useless in HL

// Bad connection
//cl_cmdrate 40
//cl_interp 0
//cl_interp_ratio 2
//cl_lagcompensation 1
//cl_pred_optimize 2
//cl_smooth 0
//cl_smoothtime 0.01
//cl_updaterate 40
//rate 35000

I put this in my autoexec and it now seems to happen at lot less often and when it does, it really isn't that bad. In MGE servers, it's still pretty bad
Brady Gunner (Banned) Mar 16, 2019 @ 10:58am 
Still getting red spikes up to 20 000 even with the "bad connection" settings. Using wired. Help?
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Jan 20, 2018 @ 4:41pm
Posts: 5