- 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