Yeah, I don't understand why it would be pointless. It seems like the same as the argument that you should just set your client fps to your monitor's refresh rate, which absolutely ridiculous. But maybe I'm just taking my interpretation of the client-side issue and incorrectly extrapolating server-side meaning from it.
On Thu, Aug 23, 2012 at 6:15 PM, Gordon <[email protected]> wrote: > But... the crispness.... > > Are you really telling me there is a huge subsection of GSPs who will > advertise a known pointless feature for the sole purpose of sapping money > out of hapless users???? What a world we live in... > > On Thu, Aug 23, 2012 at 2:58 PM, Nick Emson <[email protected]> wrote: >> >> 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. >> >> >> >> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
