Hate to dispel your placebo effect, but I guess you missed the patch info
back from 12th June:

 

Ø  http://store.steampowered.com/news/8175/

 

Talking about net_graph changes on the UI it was revealed:

“ - The most important difference is that the game tick rate is now shown in
the bottom left, which is where “sv:” (server fps) used to be. Server fps is
not really a useful metric for players except when it is below the tick rate
(indicating the server is overloaded). Server FPS above the tick rate is
meaningless. “

 

My personal experience however, has shown setting fps_max to the same as the
default tickrate (64), meant updates weren’t coming through at 64/s. I had
to up fps_max a little above the tickrate to achieve a steady rate
(cl_cmdrate 64 / cl_updaterate 64 for vanilla servers). So in compromise I
have fps_max 128, and default tickrate of 64. Anything higher seems to make
no difference, except waste massive CPU time, and the valve patch notes
indicate as such.

 

Regards,

Nick

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Travis
Brown
Sent: 23 August 2012 22:41
To: [email protected]
Subject: Re: [Csgo_servers] Tick Rate command line?

 

Witchcraft.... you dont have to believe it. It makes a difference though.

On Aug 23, 2012 5:33 PM, "Russell Smith" <[email protected]> wrote:

But those extra frames aren't being used for anything.  So how does that
help?

On 23.08.2012 14:25, Travis Brown wrote:

The crispness of the registration. On 1000fps shots land where i put
them.
On Aug 23, 2012 5:07 PM, "Russell Smith" <[email protected]
[68]> wrote:

Can you?  Whats the difference?  Unless your tic rate is 1000 as
well somehow those extra frames per second arent doing anything but
heating up your server room.

On 23.08.2012 13:04, Travis Brown wrote:

I can tell a difference in default fps and 1000.
On Aug 23, 2012 3:48 PM, "Calvin Judy"
<[email protected] [36]
[33]> wrote:

Bingo, its been a marketing scheme for years, and will continue
to be.

 

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