Reliable Snapshot overflow FIX

You ever get the error?
ERROR: Reliable snapshot overflow…
Well guess what, I know how to fix it! :smiley:
I was researching anything to do with snapshots,
and what is has to do with overflowing.
When I stumbed upon this - The definition for tickrate:

From Valve: During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.

At first you dont see it but if u read it carefully it says:
“a world update and takes a snapshot of the current world state if necessary”

Then I though of css and how to get good reg you need to have your client rates set to be compatible for the server tickrate:

  • cl_cmdrate 100
  • cl_updaterate 100
  • rate 30000

So I kept that in mind for the next few days…
Sure enough the error happened,
So I went into my console,
changed the rates to the folowing above,
and rejoined. Sure enough It worked :smiley:

Old, already known, and besides, RSO rarely happens now.

Wow, Didnt even know that.
I still know thousands of people who dont know about this.
Guess your just one that does know.


(User was banned for this post ("qft" - Benji))

I get RSO a lot, but after a few retries I can join. I always figured it’s because of lag with the server re-connecting me :frowning:

I’ll give it a try tomorrow.