I can tell be all the facts you've just provided, please read below.

-----

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 "100/128 tickrate is better for 
competitive gaming, because it does more calculation." The problem is, it's 
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

As stated before you can verify what I'm 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

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

______________________________________
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  ----- Original Message ----- 
  From: Absurd Minds 
  To: [email protected] 
  Sent: Friday, September 21, 2012 11:38 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


  It clearly makes a noticeable difference. 

  On Sep 21, 2012 10:58 AM, "Russell Smith" <[email protected]> wrote:

    To be fair to John from Nfo, at least he is honest about not believing 
there to be a benefit to those tweaks. The nature of the market and customer 
demands force him into supplying those options, and because they have a real 
impact on server load force him into charging more.


    It is really on Valve to come out and say that 1000fps or 128 tic has no 
effect, and if that is the case disabling them.

    On Sep 21, 2012, at 4:00 AM, "Calvin Judy" <[email protected]> wrote:




      Nuclear fallout is charging 14.99$/month extra just for 128 tickrate, 
when it costs about 1.5x more cpu to run.  This is the nonsense I'm pissed 
about, we've already had a representative of NFO Servers, come on the mailing 
list and say
      they can't verify whether 1000fps does ANYTHING additional for cients 
(which it doesn't), but they still market it for an additional 25$/month.



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