Yeah, exactly right! In your face 64tick whiners! 2012/9/20 Mike Didiano <[email protected]>
> The quote wasn't removed, it was just rewritten and moved in to an earlier > paragraph. Here is the new quote along with 3 more from > developer.valvesoftware.com. > > " Increasing the server tickrate generally improves movement and shooting > precision but comes with a higher CPU cost." > > "Multiplayer hit detection is not pixel perfect and has known precision > limitations based on the tickrate and the speed of moving objects." > > "A higher tickrate increases the simulation precision, but also requires > more CPU power and available bandwidth on both server and client." > > Debate=over > > > -----Original Message----- > From: [email protected] [mailto: > [email protected]] On Behalf Of Russell Smith > Sent: Wednesday, September 19, 2012 7:20 PM > To: [email protected] > Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor > de_nuke_se move slower than when it is @ 64 tick server > > 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. > >>>>> > >>>>> _______________________________________________ > >>>>> Csgo_servers mailing list > >>>>> [email protected] > >>>>> > >>>> > >>> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > >>>> > >>>> _______________________________________________ > >>>> Csgo_servers mailing list > >>>> [email protected] [6] > >>>> > >>> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > >>>> [7] > >>> > >>> ------------------------- > >>> > >>> _______________________________________________ > >>> Csgo_servers mailing list > >>> [email protected] [11] > >>> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > >>> [12] > >> > >> _______________________________________________ > >> Csgo_servers mailing list > >> [email protected] [13] > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > >> [14] > > > > -- > > > > Benjamin ‘KRYOOX’ Vergnaud > > > > -- > > International Relationship > > Team VeryGames > > http://www.team-verygames.net [16] > > > > -- > > Technical Support > > VeryGames > > http://www.verygames.net/ [17] > > > > > > 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/ > > > _______________________________________________ > 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 >
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