Let's not start a "discussion" on tick rate, please!
On Thu, May 2, 2013 at 7:02 PM, Timur 'grammaton' Celikkesen
<gramma...@gmail.com> wrote:
> This is really a very good explaination and as i understand it – you can take
> this also as an argument to finally force CS:GO to a specific tickrate.
> I was always a bit confused why the argumentation for the tickrate 66 force
> at CS:S (which is logical) was not used for CS:GO (with 64 Ticks).
> Related to this i want to call up one specific point in a previous
> changelog...
> -Limiting physics timestep to 64 to eliminate high tickrate physics bugs,
> such as bouncing guns
> As long as you give the choice to select the tickrate, the community will
> always choose the higher value – regardless if it makes sense or not. The
> competative part of the community will always discuss about it.
> ...but as we all should remember.......it took just some few days after the
> tickrate force or fps cap... to end years of unnecessary discussions.
> just my 2 cents
> Cheers
> From: Vitaliy Genkin
> Sent: Thursday, May 02, 2013 6:56 PM
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] csgo update
> The value for sv_maxusrcmdprocessticks specifies maximum user commands that
> server will handle from a client in a single server frame tick.
> E.g. if you run a 128-tick server with max 3 usr cmds per tick, but your
> client runs at sub-64 fps then the client might experience incorrect
> prediction on movement and what you refer to as “lag”. The solutions here
> would be to:
>
> 1) disable the user commands limit completely on the server with
> sv_maxusrcmdprocessticks 0
> This would use old behavior and allows clients with any low framerate or high
> packet loss to fully execute all queued up movement packets on the server and
> allows clients to maliciously inject additional movement packets for
> execution on the server thus possibly attaining a higher than maximum
> movement speed or movement speed bursts observed by other players.
>
> 2) increase the user commands limit to allow slack for clients running with
> low fps with e.g. sv_maxusrcmdprocessticks 16
> The higher the value the higher “movement burst speed” can be observed by
> other clients and can be attained on a single server tick by a cheater or
> user with severe packet loss or low fps.
>
> When running 64-tick server with default setting of max 3 user commands per
> server tick clients might observe incorrect prediction on movement when
> running with sustained fps below 25 fps or when running at 64 fps but
> dropping 30% of packets or a combination of these unfavorable conditions.
> Even when a local client encounters incorrect prediction on movement all
> other players in the server still see their movement as smooth and from other
> players’ perspective the movement speed is always within max movement speed.
>
> To diagnose the case of clients being affected by the setting of max user
> commands you can use “sv_maxusrcmdprocessticks_warning” convar, setting it to
> 0 will spew all server ticks and clients for whom user commands are being
> dropped, setting it to 1 will spew no more than 1 message per second, setting
> it to default -1 disables the spew. Once you narrow it down to the client you
> can disable competitive min spec on the server and capture the client
> statistic with “net_graph 5” on the client. Let us know if you encounter
> clients running at sustained fps >= server tickrate without any packet loss
> that experience dropped user commands and we’ll be able to investigate
> further from here.
>
> Thank you,
> -Vitaliy
>
>
> From: csgo_servers-boun...@list.valvesoftware.com
> [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Loïc Péron
> Sent: Thursday, May 02, 2013 9:23 AM
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] csgo update
>
> sv_maxusrcmdprocessticks "3" makes players lag when moving.
>
> sv_maxusrcmdprocessticks "0" fix it.
>
> --------------------------------------------------------------------------------
> _______________________________________________
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers