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It's your internet issue (or the server's)
If your FPS drops below your cmdrate (66), you can observe the "out" value (3rd number on the right of the graph) drop to whatever your fps is, as well as gaps in the yellow line at the very bottom of the graph. This line indicates cmd packets.
I use the net graph every time I play the game. I have an alias set to bring up a netgraph anytime the scoreboard is displayed. I just never looked too deep into the sv value because usually I have issues with choke and loss, and there is also a totally separate FPS value in the netgraph called fps. I have also been working on a series of scripts and custom config files since 2014 and have never discovered this.
Crazy that there is still more to learn after all of that work and experience.
(2/2)
https://developer.valvesoftware.com/wiki/TF2_Network_Graph
After doing some digging it does turn out to be true that the source engine reports a value under 'sv' which is supposedly server sided FPS, and it's totally separate from the client FPS value contained in the netgraph. What I don't understand is how the server client reports an FPS value when it is not rendering anything. Information about this is scarce. I wonder why source servers have an FPS when no other service I have hosted does. I have a cloud server and work as a network engineer. I host all sorts of things and have never seen anything like this.
(1/2)
Yes they do, set net_graph 4 and see the server fps, it's labeled as "sv", and it's always equal or greater than tickrate
>>>FPS does not determine
It does in Source Engine games, such as TF2
This is also factually incorrect. FPS does not determine the rate your network interface is sending information to the game server. In any given system the CPU and GPU could be at 100% utilization and the NIC can be at 10%. For as long as the NIC isn't flooded, other components will not effect the speed of network transmit and receive data. I also suggest adding cl_smooth 0 to this guide. It has to deal with interpolation and the positional accuracy of players on the server. Disabling it makes for a more 1:1 of what the server is 'seeing'.
Better server quality is required. In order to provide smooth gameplay, the server must have stable FPS (yes, the server has FPS too) and correct connection settings on its side. Default settings are not considered correct for a good server."
I have hosted many servers for various things in my life. Servers do not have FPS. They are not rendering anything. Servers have what is called a tick rate. It is a totally different thing.