I don't understand why people need it locked. Just dont use the tickrate flag on server start up...
I'm sure multiplay can lock it themselves, what's the point of forcing this on people who don't want it locked... So stupid... On 20 September 2012 16:20, Valtteri Kiviniemi <[email protected] > wrote: > 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 >
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