Very well sain Benjamin On Sep 19, 2012 3:44 PM, "Benjamin Vergnaud" <[email protected]> wrote:
> 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 >>>>> [email protected] >>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>>>> >>>> >>>> >>>> >>>> -- >>>> Best regards, >>>> AnAkIn >>>> >>>> >>>> _______________________________________________ >>>> 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 >
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