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 werent 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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