Unfortunately being on the Wiki does not make it factually correct. Case in point: the wiki no longer has the quote you pasted as Anakin just removed it.

It's quite possible that it was not a Valve employee that put that quote there in the first place and thus its validity is suspect.

On 19.09.2012 08:26, Benjamin Vergnaud wrote:
Funny how all of you have different understanding of the same things.

Its 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 youre trying to achieve. And heck, let
people do whatever they want with their servers.

Still, Id 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] [15]>
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 [8]
TO: [email protected] [9]

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] [10]>

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 HPEs doing with
CS:GO, but CS:S was never run at 128 tickrate, it was run at
100 tickrate, the arguement was that its better for
competitive play, and thats simply not true. Its 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, its
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
[3]
 
As stated before you can verify what Im 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 [4]
 
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
[5]
 
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 [1]
TO: [email protected] [2]
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.

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 --

Benjamin ‘KRYOOX’ Vergnaud

--
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--
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Links:
------
[1] mailto:[email protected]
[2] mailto:[email protected]
[3]

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
[4] https://developer.valvesoftware.com/wiki/Interpolation
[5]

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation
[6] mailto:[email protected]
[7] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[8] mailto:[email protected]
[9] mailto:[email protected]
[10] mailto:[email protected]
[11] mailto:[email protected]
[12] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[13] mailto:[email protected]
[14] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
[15] mailto:[email protected]
[16] http://www.team-verygames.net/
[17] http://www.verygames.net/


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