Would you mind adjusting/unlocking the network cvars of Jk2? I'm sure that a sv_maxrate of 90000 (Source code limit) is ancient compared to the world of today.
Cvars:
Rate
Snaps(?)
Cl_maxpackets
And any other network cvars that fall in this category.
Rate:
High ping and a client rate of 25000 is super slow. The game was built for very old modems. Let's calculate this.
A rate of 90000 bytes per second = 0.72 mbps. That means a full server will give 23 mbps of data, that's not much. And this is the game code's limit. Even on low ping, it would be fair for those with a higher latency to have more data flowing to them, because their network can take it, and not suffer from having such low network settings, it'll cause unwanted results.
Let's compare this to Counter-Strike Global Offensive (CS:GO)'s rate limit for example.
Rate 786432 or about 6.2 mbps. Just about anyone can handle this, we got Gigabit networks for homes now, which is 1000mbps. It's not going to use all of that, it shouldn't make much of a impact on streaming or anything at all really. As a game player, increasing the rate made a difference, I don't get net chokes, my shots don't give me crap saying that I missed when I didn't, and I still have plenty of network power to spare.
Cl_maxpackets:
Can you change the maximum value of this to 1000 (Quake 3's fps limit), since this is related to com_maxfps?
Serverside:
It's a Gigabit network if not more handling just a small amount of traffic from a dedicated source. Talk about wasting bandwidth.