It's surely useful when you're called Verygames and make more benefit with tick 100 or 128 servers, even on games that do not support it.
2012/9/19 Benjamin Vergnaud <[email protected]> > Funny how all of you have different understanding of the same things. > > It's written in black and white, as mentionned by someone earlier : > > Increasing the tickrate does improve the precision of hit detection, but > also requires more CPU, memory, and bandwidth capacity for server and > clients. > > Why debating this point ? > > Other than that, locking tickrate values would be silly, imho. Once again > someone said it before me, playing with the tickrate can be useful, > depending on what you're trying to achieve. And heck, let people do > whatever they want with their servers. > > Still, I'd really like Valve/HPE to make a clear statement as to what > tickrate would be ideal to use for different kind of servers, without > messing up with the game physics and all (or at least, as little as > possible). > That would at least shut down this stupid debate where everyone is trying > to explain how it works when you have no idea, really. > > > On 19 September 2012 16:57, Calvin Judy <[email protected]> wrote: > >> ** >> 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 >> > > > > -- > Benjamin ‘*kRYOoX*’ Vergnaud > > -- > International Relationship > Team VeryGames > http://www.team-verygames.net > > -- > Technical Support > VeryGames > http://www.verygames.net/ > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > -- Best regards, AnAkIn
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