Exactly, customers didn't care if you told them the truth about fps, they wanted 1000fps or they would go find it somewhere else. Generally speaking, higher fps servers usually had less servers per machine. So ultimately they were getting some benefit from paying a higher premium.

--
Brandon M.

Sent from my Desktop

On 8/23/2012 6:34 PM, Gordon wrote:
To play devil's advocate here I can see why a GSP would provide 1000fps servers even while knowing it may do nothing. If the people DEMAND 1000fps servers and will just go somewhere else until they are given one, it almost doesn't matter how well you try to educate the end user. In their mind 1000fps is the gold standard and they will not settle on anything less. May not have been the most admirable thing to do but how much burden does a GSP have to make sure their userbase is educated on the finer points of tickrate and server fps?

On Thu, Aug 23, 2012 at 4:31 PM, Calvin Judy <managem...@summit-gaming.com <mailto:managem...@summit-gaming.com>> wrote:

    Oh please don't try to play it off on the clueless players. If you've
    known what you posted a moment ago you could have explained that
    to the customers who wanted 1000fps. Told them it "potentially" could
    do something useful. Or if you told them:


    "Whether that tiny but measurable benefit, in turn, truly makes the
    server perform differently from a human player's perspective is an
    open
    question."

    Like you posted here, please don't try to sugarcoat the scam. It's
    not fair
    to hosts who are legitimately trying to earn customers. You saw
    potential
    to earn money off of other ignorance, which you have.

    Just because Valve didn't remove the cvar until a few months ago
    on source,
    doesn't mean what you did was right. The information had been out
    there
    long before they removed it.

    And I don't want to sound like I'm directing this strictly at you,
    it's many
    of the game server providers screwing their customers over. I just
    don't
    think you would enjoy the same treatment if you were the customer, not
    the employee.



    ----- Original Message ----- From: "John"
    <lists.va...@nuclearfallout.net
    <mailto:lists.va...@nuclearfallout.net>>
    To: <csgo_servers@list.valvesoftware.com
    <mailto:csgo_servers@list.valvesoftware.com>>
    Sent: Thursday, August 23, 2012 7:21 PM

    Subject: Re: [Csgo_servers] Tick Rate command line?


        On 8/23/2012 4:05 PM, Calvin Judy wrote:

            It's an open question, so you offered 1000fps servers for
            what, 3 years?


        Much longer. Many customers insist that the lower jitter makes
        a noticeable difference for them in gameplay. I personally
        don't see notice difference, but I'm not a professional gamer.

        It's also important to keep in mind that such higher-FPS
        options are also rooted in Goldsrc, in which FPS and tickrate
        are proportionally linked. There is a noticeable difference
        between running at 100 FPS and 1000 FPS in CS 1.6, even for me.

            Valve wouldn't have removed it if it had the slightest
            perk, it didn't do anything, there was no benefit.


        Valve has not removed FPS selection in CS:GO. In fact, the
        opposite is true -- it was taken out of the engine for L4D2
        (by hiding the fps_max cvar), and added back in for CS:GO.
        tickrate and FPS are both officially user-selectable in CS:GO.

        As I mentioned, I wish they had gone with TF2's method,
        instead. Presumably there is some technical reason for not
        doing it, or they received feedback from some players that
        they saw a difference with this older unlinked FPS/tickrate
        method.


            "The only benefit to very high FPS is in potentially
            reducing jitter/var."

            (This is why nuclear fallout charged 20$/month extra to
            run 1000fps servers.)

            And I assume the second part of your reply is about the
            "host_timer_spin_ms" cvar?


        No, I was referring to the new (and better) system in the
        latest iteration of Orangebox as a whole. host_timer_spin_ms
        is just an exposed knob for tweaking the method used in
        Orangebox; it defaults to 0, but you can set it higher if your
        system timer is imprecise, in order to reduce jitter further,
        at the expense of CPU usage. I recommend leaving it at 0,
        especially if you're on Linux, as the hires timer in a modern
        Linux kernel is quite precise.

        -John

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