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]
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>>>
>>
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>
>
>
> --
> Benjamin ‘*kRYOoX*’ Vergnaud
>
> --
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> Team VeryGames
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-- 
Best regards,
AnAkIn
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