Valve has lowered the tickrate in Counter Strike: Source, and the game has more 
players than CS:GO, how exactly would doing the same kill the competitive 
community? 

______________________________________ 
Level 3 Technician
Griffin Networks LLC - Gaming Solutions

  ----- Original Message ----- 
  From: Valtteri Kiviniemi 
  To: [email protected] 
  Sent: Wednesday, September 19, 2012 10:50 AM
  Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server


  Hi,

  Valve DO NOT lock the tickrate to a lower value. Let people choose if they 
want to use 128tick. Lowering the tickrate will kill the competitive gaming. I 
have more than 50 servers on my customers and all of them are 128tick and 
people are really, really enjoying a lot of the higher high registration.

  Of course it would be nice to have fix for the door but eitherway it does not 
really matter, its just one map and people rather use buggy door with high 
tickrate than a working door with crappier hit registration.

  - Valtteri


  2012/9/19 Marco Padovan <[email protected]>

    The page you linked about lag compensation says:

    Increasing the tickrate does improve the precision of hit detection, but 
also requires more CPU, memory, and bandwidth capacity for server and clients.


    Il 19/09/2012 14:12, Calvin Judy ha scritto:

      Mike,

      It may be important for something specific HPE's doing with CS:GO, but 
CS:S was never run at 128 tickrate, it was run at 100 tickrate, the arguement 
was that it's better for competitive play, and that's simply not true. It's 
just like the fps_max myth, 1000 fps servers, 10000 fps servers, etc. 

      The higher the tickrate, the higher the physics calculations, which is 
why the door is moving slower. As Ido stated, they will be investigating the 
doors issue. But the arguement will continue to be "100 tickrate is better for 
competitive gaming, because it does more calculation." (Like you said, anyone 
with basic math skills can do the numbers) The problem is, it's physics 
calucation, like entities (the doors), NOT hitboxes/hit registration. 

      If you guys want to tweak settings to improve hit registration, start 
doing more research into the lag compensation part of the engine. 
      
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation

      As stated before you can verify what I'm saying about hitboxes with 
"sv_showimpacts" set to 1, which will show both client-side, and server-side 
hitboxes. (Change the tickrate between 33, 66, 100, and 128, the hitboxes are 
not dependant on the tickrate.)

      What people percieve as tickrate causing hit registration issues is 
actually interpolation. 
      https://developer.valvesoftware.com/wiki/Interpolation

      To delve even further into the door issue, you may want to review entity 
interpolation, which is a direct effect of tickrate. 
      
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation

      But entity interpolation and client interpolation are two very different 
areas, and changing the tickrate to something higher will not produce better 
"hit registration" results. 

      Also, the plugin which you speak of was released by a third party, and it 
is mainly used on surf/bhop servers to produce the desired acceleration over 
entities (The bhop blocks for example, which are also func_doors), not 
competitive servers.

      ______________________________________
      Level 3 Technician
      Griffin Networks LLC - Gaming Solutions


        ----- Original Message ----- 
        From: Mike Didiano 
        To: [email protected] 
        Sent: Wednesday, September 19, 2012 7:34 AM
        Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server


        Steve,

                        As soon as they locked FPS at 66 a plugin was released 
to allow 100 tickrate.  Anyone with basic math skills knows that  1/100 is a 
smaller number than 1/66.  



        They wouldn’t have included this in CS:GO if it weren’t important.


       

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