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