I can consistently name what tickrate the server is running, and I'm not a professional. It's EXTREMELY clear.
On Fri, Sep 21, 2012 at 4:12 PM, Saul Rennison <[email protected]> wrote: > "You cant argue with facts." > You provided none, other than opinion ("They all argued that there is a > clear difference between 64 and 128 tickrates"). > > Also, multiplay could lock the tickrate already if they so wished. They > aren't a GSP lobbying to get tickrate removed. > > Nor am I saying to lock the tickrate. I'm saying it has no effect on hit > registration, there is no logical reason behind the scenes for it to have > such an effect. If you show me a study where your "top european players" > played 10 games on 66 tick, then 10 on 128, and could consistently name > which server they were playing on, then I would believe you. At the moment > it's all conjecture. > > Also Travis: > "If you shoot in a Source game, when the server receives your move packet > (cl_cmdrate times every second), it moves the world back in time to the tick > at which you shot (and also factors in your interpolation). It then hit > scans your weapon. If you shot a player. You get a hit. > > Tickrate cannot affect hit registration unless it is very low (e.g., 20). > But 66 definitely isn't a low tickrate. Although this argument isn't as bad > as "1000fps improve hit reg" (that was the most ridiculous thing I'd heard > in my life even though ticks are still only processed 66 times per second. > Yay for wasted CPU!), it is still unfounded. I challenge anybody to provide > actual facts and not an opinion (e.g., "CS:S could do it" or "there's demand > for 128 tick"), as to why doing this more times per second would affect this > process?" > > > Kind regards, > Saul Rennison > > > > On 21 September 2012 20:31, Valtteri Kiviniemi > <[email protected]> wrote: >> >> I actually interviewed some of the top players in Finland about this >> tickrate debate. They all argued that there is a clear difference between 64 >> and 128 tickrates and ESL league does not even allow using other than 128 >> tickrate servers on league matches. They also said that they have noticed >> the door problem and that it is not really a problem at all, since everyone >> at competitive gaming just blow the doors away with a HE grenade. >> >> They also said that they quit playing CS: Source after the tickrate was >> locked and moved back to CS 1.6. The tickrate locking was one of the biggest >> failure in source competitive playing history. >> >> I am the biggest game server provider in Finland and I do have good >> contacts with the top players in the major competitive leagues. I have said >> this before but locking the tickrate to a lower value would be absolutely a >> gigantic fuck up and would absolutely without now doubt ruin CS:GO (and >> Valves) reputation at competitive playing. >> >> CS: Source was a failure of getting the masses move from CS 1.6 so do not >> make the same mistakes with CS:GO. CS:GO is at the moment very popular in >> competitive playing so do not fuck it up with locking the tickrate because >> some random server providers (multiplay) are whining about it with no >> reason. >> >> And asking about proof how the tickrate 128 is better is the same as >> asking that can you proof that the 64tick is not crappier? The fact that the >> top players in Europe say that there is a very noticeable difference is >> proof enough. >> >> If some server hoster (multiplay) has crappy server hardware which is not >> capable of running 128 tick servers it is not a reason to lock it to >> everyone. Tickrate should never ever be locked to any value, it should aways >> be freely configurable option. That way we can host 128 tickrate competitive >> servers for the top players in the world who travel around the world with >> different competitions and represent CS:GO in different tournaments and help >> get the game the most successfull CS ever. >> >> And also host high slot public servers with 64 tickrate since they do not >> have to be so high performance server and that way they use less CPU and we >> can host more slots. >> >> Remember this and end this stupid conversation about tickrates. These are >> the facts and if someone disagrees with me, then he is simply wrong or has >> some mental problems. You cant argue with facts. >> >> - Valtteri >> >> 2012/9/21 lcz # GalegO <[email protected]> >>> >>> I have a solution: >>> >>> Tock a HE and explode all the doors!!! So you don't need to wait the slow >>> door to open... >>> >>> BR, >>> lcz # GalegO >>> >>> >>> ________________________________ >>> De: Nomaan Ahmad <[email protected]> >>> Para: [email protected] >>> Enviadas: Sexta-feira, 21 de Setembro de 2012 13:23 >>> Assunto: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor >>> de_nuke_se move slower than when it is @ 64 tick server >>> >>> ITS ONLY A FUCKING DOOR FFS.... >>> >>> On 21 September 2012 17:15, Steven Hartland <[email protected]> >>> wrote: >>> >>> Which evidence are you referring to? >>> >>> ----- Original Message ----- >>> From: Absurd Minds >>> To: [email protected] >>> Sent: Friday, September 21, 2012 5:10 PM >>> Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor >>> de_nuke_se move slower than when it is @ 64 tick server >>> >>> Exactly. The difference is so remarkably clear I don't understand why >>> people are trying to twist these words into incoherence in an attempt to >>> 'prove' there isn't a difference. There is clearly a difference if you play, >>> and clearly a difference if you read the 'evidence' with intellectual honest >>> instead of dishonest word play >>> >>> >>> ================================================ >>> This e.mail is private and confidential between Multiplay (UK) Ltd. and >>> the person or entity to whom it is addressed. In the event of misdirection, >>> the recipient is prohibited from using, copying, printing or otherwise >>> disseminating it or any information contained in it. >>> >>> In the event of misdirection, illegible or incomplete transmission please >>> telephone +44 845 868 1337 >>> or return the E.mail to [email protected]. >>> >>> _______________________________________________ >>> 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 >> >> >> >> _______________________________________________ >> 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
