Why are we still having this debate? If you guys want, I will go make a forum 
for you guys and u guys can debate it till the end of times for all I care, but 
stop spamming inboxes please.


Forever and truly yours and here to end useless debates,

Collin.




________________________________
 From: Travis Brown <[email protected]>
To: [email protected] 
Sent: Wednesday, September 19, 2012 5:20:26 PM
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server
 

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 
>>>>>>>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 
>>>>>>>>>>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 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
>>>>>>_______________________________________________
>>>>>>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
>
_______________________________________________
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

Reply via email to