That really is not his opinion - It simply is truth, and has been proven time and time again by various outside sources. If you care to know how/why, you can go dig through the HLDS mailing list and read some of Gary Stanley's work on the matter. When you understand how the timers on a system work, and how that interacts with the game engine itself, you might understand why this is the truth.
-A On Tue, Sep 18, 2012 at 4:08 PM, Travis Brown <[email protected]> wrote: > "Higher tickrate doesn't make competitive games any better, neither does > higher fps, all of you who keep trying "get ahead" of other servers by > changing tickrate/fps_max, all you're doing is creating inconsistencies." > Thats your opinion. Getting tired of ppl crying about tickrate and fps. > Leave it alone and let those who want to use it use it. If you dont want to > use it then dont. > > On Sep 18, 2012 4:05 PM, "Calvin Judy" <[email protected]> > wrote: > >> ** >> Travis, maps aren't compiled to specific tickrates. >> >> HPE/Valve's words: >> "Tickrate has a host of side effects on network code, weapon firing >> speeds, force impulses (like throwing weapons), and physics, and this will >> help us create a more consistent experience for Counter-Strike." >> >> That was when they removed tickrate in on the CS:S orangebox build, the >> same thing needs to happen here. It should be limited and fps_max should be >> dependant on it. (I believe they have already enforced the fps_max back to >> the tickrate.) >> >> Higher tickrate doesn't make competitive games any better, neither does >> higher fps, all of you who keep trying "get ahead" of other servers by >> changing tickrate/fps_max, all you're doing is creating inconsistencies. >> >> ----- Original Message ----- >> *From:* Travis Brown <[email protected]> >> *To:* [email protected] >> *Sent:* Tuesday, September 18, 2012 3:15 PM >> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nuke >> or de_nuke_se move slower than when it is @ 64 tick server >> >> Because the map was prolly optimized for 64 tick? It can be fixed. >> On Sep 18, 2012 2:23 PM, "Steven Hartland" <[email protected]> >> wrote: >> >>> ** >>> So care to explain how a map can break the timing of something, when its >>> the engine which does the timing ;-) >>> >>> ----- Original Message ----- >>> *From:* Travis Brown <[email protected]> >>> *To:* [email protected] >>> *Sent:* Tuesday, September 18, 2012 7:12 PM >>> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nuke >>> or de_nuke_se move slower than when it is @ 64 tick server >>> >>> It was removed cause the game engine couldnt do it properly as the game >>> was ported. It has been done right this time. The map needs fixed, not >>> removal of tickrate. Lol >>> On Sep 18, 2012 2:09 PM, "Steven Hartland" <[email protected]> >>> wrote: >>> >>>> ** >>>> That's not what I understood, so care to provide evidence of that? >>>> >>>> ----- Original Message ----- >>>> *From:* Travis Brown <[email protected]> >>>> *To:* [email protected] >>>> *Sent:* Tuesday, September 18, 2012 6:55 PM >>>> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at >>>> de_nuke or de_nuke_se move slower than when it is @ 64 tick server >>>> >>>> That isnt why it was removed. >>>> On Sep 18, 2012 1:42 PM, "Steven Hartland" <[email protected]> >>>> wrote: >>>> >>>>> ** >>>>> This is why the trickrate should NEVER have re-introduced! >>>>> >>>>> It was removed for a good reason aka because it broken stuff, just >>>>> like this. >>>>> >>>>> PLEASE PLEASE guys remove it again, it will prevent a world of hurt in >>>>> the long run!! >>>>> >>>> >>>> ================================================ >>>> This e.mail is private and confidential between Multiplay (UK) Ltd. and >>>> the person or entity to whom it is addressed. In the event of misdirection, >>>> the recipient is prohibited from using, copying, printing or otherwise >>>> disseminating it or any information contained in it. >>>> >>>> In the event of misdirection, illegible or incomplete transmission >>>> please telephone +44 845 868 1337 >>>> or return the E.mail to [email protected]. >>>> >>>> _______________________________________________ >>>> 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 >>> >>> >>> ================================================ >>> This e.mail is private and confidential between Multiplay (UK) Ltd. and >>> the person or entity to whom it is addressed. In the event of misdirection, >>> the recipient is prohibited from using, copying, printing or otherwise >>> disseminating it or any information contained in it. >>> >>> In the event of misdirection, illegible or incomplete transmission >>> please telephone +44 845 868 1337 <%2B44%20845%20868%201337> >>> or return the E.mail to [email protected]. >>> >>> _______________________________________________ >>> 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 >> > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > -- Adam N Piatek https://www.GaloreGameServers.Com [email protected]
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