Check the other threads about why higher tickrates are better. We don't
have to discuss it in a mailing list where server operators get help with
their servers.

Also, you should like you're still butthurt. I sincerely apologize for
causing you to embarrass yourself so fully a few months ago.
On May 2, 2013 5:35 PM, "Glenn Charpantier" <gl...@candrom.com> wrote:

> "Please stop."
>
> You are (yet again) not contributing with your message, instead you just
> uselessly spammed tons of inboxes.
>
> It is indeed a legitimate question, and in the right place.
>
>
>
> Sent from my iPhone
>
> On 02.05.2013, at 23:31, Absurd Minds <goabs...@absurdminds.net> wrote:
>
> Please stop.
> On May 2, 2013 5:24 PM, "Timur 'grammaton' Celikkesen" <
> gramma...@gmail.com> wrote:
>
>>   In the past Valve argued in a very reasonable way why they forced the
>> tickrates for other Source-Engine Games.
>>
>> We also know from the CS:GO changelog that we already had Bugs related to
>> Tickrates higher than 64.
>>
>> One of the causal conclusions from Vitalys explaination could be that it
>> is generally better to leave it on 64.
>>
>> Valve is running their own Servers on Tickrate 64.
>>
>> So the question is why are the logical arguments for other Source-Engine
>> Games not taken into consideration for CS:GO?
>>
>> Unfortunately the last real information regarding netcode is more than a
>> year old (a tweet from Chet Faliszek via the csgo_dev Account) and that
>> CS:GO uses an updated Version from the Netcode done by Kirsch (who also did
>> the original Code for 1.6)
>>
>> If this “updated” means that arguments for other source-engine games are
>> not effective for CS:GO and that documentation like the Latency
>> Compensation Methods from Bernier or other older informations from Kirsch
>> are obsolete related to this specific subject...  i am fine with that...
>>
>> I just want to know where is the technical difference between other
>> Source-Engine Games and CS:GO
>>
>> So please stay cool....it’s generally just a legitimate question after
>> reading Vitalys Mail ....not an attempt to start an unnecessary discussion
>> ;-)
>>
>>
>> Cheers
>>   *From:* Saul Rennison <saul.renni...@gmail.com>
>> *Sent:* Thursday, May 02, 2013 9:56 PM
>> *To:* csgo_servers@list.valvesoftware.com
>> *Subject:* Re: [Csgo_servers] csgo update
>>
>>  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 <vita...@valvesoftware.com>
>>> *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
>>>
>>
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