Have you read the official documentation?
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking it says: *A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client. * Il 20/09/2012 00:44, Steven Hartland ha scritto: > I see you logic there, oh wait there isn't any! > > This is why we have to put up with problems like this when people who > really don't understand must have the higher number because its > better, gg wp NOT! > > Lock it down, make it one standard which is tested and works its simple. > > Regards > Steve > > ----- Original Message ----- > *From:* Nomaan Ahmad <mailto:[email protected]> > *To:* [email protected] > <mailto:[email protected]> > *Sent:* Wednesday, September 19, 2012 4:46 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 > > Agreed. Tickrate shouldn't be removed. I rather have this "Bug". > > > ================================================ > This e.mail is private and confidential between Multiplay (UK) Ltd. > and the person or entity to whom it is addressed. In the event of > misdirection, the recipient is prohibited from using, copying, > printing or otherwise disseminating it or any information contained in > it. > > In the event of misdirection, illegible or incomplete transmission > please telephone +44 845 868 1337 > or return the E.mail to [email protected]. > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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