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HL Netcode


Client fps

is the number of times per second the game checks for inputs either from keyboard/mouse and incoming game packets, basically any I/O operation.

Server fps

because there are no keyboard or mouse I/O's occurring, it only deals with how often the server checks for game packets.

sv_maxrate

The Maximum amount of data in Bytes per Second the server will send to the client. Conversely, the Maximum amount of data in Bytes per Second the Client can request from the Server. sv_maxrate overrides the clients rate setting if sv_maxrate is less than the clients rate setting.

sv_minrate

The Minimum amount of data in Bytes per Second the server will send to the client. Conversely, the Minimum amount of data in Bytes per Second the Client can request from the Server. sv_minrate overrides the clients rate setting if sv_minrate is greater than the clients rate setting.

sv_maxupdaterate

The Maximum amount of Update per Second the server will send to the client. Conversely, the Maximum amount of Updates per Second the Client can request from the Server. sv_maxupdaterate overrides the clients cl_updaterate setting if sv_maxupdaterate is less than the clients cl_updaterate setting.

sv_minupdaterate

The Minimum amount of Update per Second the server will send to the client. Conversely, the Minimum amount of Updates per Second the Client can request from the Server. sv_minupdaterate overrides the clients cl_updaterate setting if sv_minupdaterate is greater than the clients cl_updaterate setting.

rate

The Maximum amount of Bytes Per Second the Client will request from the server. rate overrides the servers sv_maxrate setting if rate is less than the servers sv_maxrate setting.

cl_updaterate

The Maximum amount of Updates Per Second the Client will request from the server. cl_updaterate overrides the servers sv_maxupdaterate setting if cl_updaterate is less than the servers sv_maxupdaterate setting.

cl_cmdrate

The Maximum amount of Updates Per Second the Client will Send to the server.

 

 sv_maxupdaterate and cl_updaterate cannot cause more data to be sent to the client than the sv_maxrate and rate settings allow, or the servers, or most likely the clients actual available bandwidth allows. 

Choke occurs when either;

The servers sv_maxupdaterate causes the amount of bandwidth to exceed the bandwidth allocated per client by sv_maxrate or the total amount of bandwidth the server has access to,

Or

The clients cl_updaterate causes the amount of bandwidth required by the client to exceed the clients rate setting or the total amount of bandwith the client has access to.

More Info here: Valve's Source Multiplayer Networking Explanation