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 >> >> >> >> _______________________________________________ >> 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 >
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