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
>
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Reply via email to