net_graph 3? Even my mother is "cs pro" in that case. :-)

On Fri, 21 Sep 2012 23:14:13 +0300, Absurd Minds <[email protected]> wrote:

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


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