In my opinion: The game is more competitive, when all players on all servers
play under same conditions.

A locked tickrate (like 66 in CS:S or TF2) removes all confusion about that
topic.

 

From: [email protected]
[mailto:[email protected]] On Behalf Of Calvin
Judy
Sent: Wednesday, September 19, 2012 4:57 PM
To: [email protected]
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
de_nuke_se move slower than when it is @ 64 tick server

 

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 <mailto:[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_c
ompensation

 

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#Entit
y_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 <mailto:[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.





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