CS:S might have more players but not in competitive gaming. CS:S has NEVER
been succesfull in competitive gaming. CS 1.6 has been until now the leader
in CS competitive gaming, but now major leagues are moving towards CS:GO.
If the tickrate is lowered then CS:GO will fail hard on competitive gaming.

I'm also co-founder in EasyAntiCheat, the leading anticheat soltution for
competitive gaming and we have more than 30 000 unique players using the
client daily ( http://www.easyanticheat.net/statistics ) and 80% of the EAC
protected servers are CS 1.6, 15% CS:GO (growing every day more and more)
and only 5% are CS:S.

- Valtteri

2012/9/19 Calvin Judy <[email protected]>

> **
> 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 <[email protected]>
> *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 <[email protected]>
>> *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.
>>
>>
>>
>> _______________________________________________
>> Csgo_servers mailing 
>> [email protected]https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>>
>>
>> _______________________________________________
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>>
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