Bringing my piece to that topic again =)

If we're talking about 10 complete matches, then I assure you that any
decent player that has a little experience in competitive play (doesn't
mean it has to be at the highest level) will be able to differentiate the
server. Including me.

"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."

As I said previously, I'm just an amateur in the technical aspect of
things, but here's something that seems logical to me : If you increase
tickrate, you decrease the number of interpolated ticks, which removes the
inconsistencies between what the interpolation says you do, and what you
actually do. Therefore, the hit scans are more accurate, as they're based
on more accurate data. Hence the better hit reg. Do not hesitate to correct
me if I'm wrong.



On 21 September 2012 23:32, Evaldas <[email protected]> wrote:

> 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].**br<[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: 
>>>>> csgo_servers@list.**valvesoftware.com<[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: 
>>>>> csgo_servers@list.**valvesoftware.com<[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
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>>>>>
>>>>> In the event of misdirection, illegible or incomplete transmission
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>>>>> telephone +44 845 868 1337
>>>>> or return the E.mail to [email protected].
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>>>>> ______________________________**_________________
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>>>>
>>>>
>>>>
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>
>
> --
>
>
> Evaldas,
> EVAgames community
> www.evagames.eu
>
>
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Benjamin ‘*kRYOoX*’ Vergnaud

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