It's not about being a member of VeryGames staff or anything. My paycheck
won't change whether we sell tick 128 servers or 64 (or anything else,
really).
Plus I'm not talking here on behalf of the company I work for, but as a CS
lover, that has player both 1.6 and source for a few years, and want to
help this game being on the right track. If you do not agree with what I
think that's fine, but at least use worthy arguments.

Other suggestion : on Source, there was the exact same bug with tick 100
servers. Problem was fixed by the zBlock team and their plugin. Maybe Valve
could/should ask J3Di (which is now working for them if I'm not mistaken ?
Or will ?) how they fixed it, and add it directly in the game. Both tick 64
and 128 work, everyone is happy.

Anyway, my personal feeling is that both tickrates should be available.
What is lacking here is simply a fix for the doors physics on tick 128, and
ideally a clear documentation on the Source Engine netcode, for both people
with technical knowledge, and people without it.



On 19 September 2012 20:02, Jeff Morello <[email protected]> wrote:

> 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
>>>>>>
>>>>>
>>>>>  ------------------------------
>>>>>
>>>>> _______________________________________________
>>>>> 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
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>>>>
>>>
>>>
>>>
>>> --
>>> Best regards,
>>> AnAkIn
>>>
>>>
>>> _______________________________________________
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>>>
>>
>>
>> _______________________________________________
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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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