If it's compensating for lag more often (interpolating where the character
position probably is), that means there is less time between the time that
the client shoots their gun(attacker)/moves their player(defender) and the
calculation happening. Therefore, that should make the margin of error
between what the guy shooting the gun sees on his screen, and where in the
world the bullet-receiving player is in the server's eyes, less. If this
margin of error is smaller, the chance of someone aiming at the guy on
their screen, but the guy not actually being in that spot in the server's
eyes is less, right?

On Wed, Sep 19, 2012 at 9:07 AM, Valtteri Kiviniemi <
[email protected]> wrote:

> It's not about benefit. Hosting 66tick would actually be more beneficial
> since you could host more instances per server. At least in Finland its
> aboud DEMAND. Customers want 128tick servers and thats what they will get.
>
>
> 2012/9/19 AnAkIn <[email protected]>
>
>> 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
>>>>>
>>>>
>>>>  ------------------------------
>>>>
>>>> _______________________________________________
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>>>>
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>>>
>>>
>>>
>>>  --
>>> Benjamin ‘*kRYOoX*’ Vergnaud
>>>
>>> --
>>> International Relationship
>>> Team VeryGames
>>> http://www.team-verygames.net
>>>
>>> --
>>> Technical Support
>>> VeryGames
>>> http://www.verygames.net/
>>>
>>>
>>> _______________________________________________
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>>
>>
>>
>> --
>> Best regards,
>> AnAkIn
>>
>>
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>
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