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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