It may be smooth but L4d2 doesn't need to be anywhere near as precise as CS.
It's a mistake to compere other games with CS in terms of tick.
On 25/09/2013 17:42, Vitor F. - Killall wrote:
I believe the tickrate isn't the real problem, for example, l4d2 runs
at 33(or 30, whatever) and i'm still able to play a good and smooth game.
Probably the incorrect hit registration is caused by high
interpolation values.
2013/9/25 The H4x0r <[email protected]
<mailto:[email protected]>>
REAL competitive matches where everyone is able to sustain 128+
fps and every millisecond counts yes 128 tick should be used, but
for casual or "casual competitive" most of the time there's no
real benefits in using 128 tick over 64 tick though if the server
hosting the game can properly hande 128 tick and forces people to
use the right rates there isn't any real downside either.
------------------------------------------------------------------------
Date: Wed, 25 Sep 2013 09:06:30 -0400
From: [email protected] <mailto:[email protected]>
To: [email protected]
<mailto:[email protected]>
Subject: Re: [Csgo_servers] better processor to run cs go server
That video is only 1 month old. You cannot say with certainty that
it only amounts to matchmaking servers. Though matchmaking is the
ONLY place anyone, who isn't borderline stupid, would play
competitive counter strike on 64 tick server to observe that type
of behavior. http://www.youtube.com/watch?v=aVmqv3z4gnA This video
is 'kind of old' but explains perfectly how 64 tick is incapable
of being used for competitive servers. While you are right in the
follow up statements, there is no way you can discredit this
video's evidence as to the severe problems that are occurring in
64 tick servers.
On Wed, Sep 25, 2013 at 7:37 AM, The H4x0r <[email protected]
<mailto:[email protected]>> wrote:
Well first of all that video is kind of old, and secondly the
only thing it shows is how bad the match making servers are or
atleast were NOT why 128 tick would be better than 64 tick. If
the match making servers ran at 128 tick at the exact same
hardware they run atm there would be even more lag and hit
detection problems (which are mostly caused by the combination
of too much clock correction, interpolation and fluctuating
pings along with weak servers).
> Date: Tue, 24 Sep 2013 19:11:00 -0700
> From: [email protected] <mailto:[email protected]>
> To: [email protected]
<mailto:[email protected]>
> Subject: Re: [Csgo_servers] better processor to run cs go server
>
> There are some very obvious differences between 64 and 128
tick that you can
> notice just through general gameplay, and then there's stuff
like this..
>
> http://www.youtube.com/watch?v=J6u26YTpIF0
>
>
>
> --
> View this message in context:
http://csgo-servers.1073505.n5.nabble.com/better-processor-to-run-cs-go-server-tp5465p5484.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
<mailto:[email protected]>
>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
<mailto:[email protected]>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________ Csgo_servers
mailing list [email protected]
<mailto:[email protected]>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
<mailto:[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