Who the fuck cares. This is the first guy coming close to anything stable close to 128 tick. Sure he dosent share how, so thats just garbage.But I know he is running a 4 GHz CPU or even more. And very few people has servers with that high GHz. The problem is still that Valve totaly fucked us and didnt call us afterwards.Its been MONTHS without a single word from them. Before I could run 11 32 slot servers 128 stable tick on a 2.66 GHz CPU and now I cant even run them at 20 slots stable.
So please start showing the rage towards Valve, not eachother. > Date: Sat, 22 Mar 2014 23:32:23 -0700 > From: [email protected] > To: [email protected] > Subject: Re: [Csgo_servers] Server performance problems > > But subjectively based upon your thinking...can you tell the difference of > 8ms? How we feel in game is all extrapolated, meaning the game fills up gaps > between server updates. When the tickrate is fluctuating, the client > receives information at an unregular interval. Just as an example, you might > receive 64 ticks in the first 100 ms, whilst the next 56 ticks came in the > last 250ms of the second. That's uneven, and in the world of CSGO needs to > be avoided. This is where var comes in, var measures how far these > frames/timeframe deviate from the timeframe before. Given you had two > servers, both stable 120 and 128 tick servers, which one would you choose? > > > > -- > View this message in context: > http://csgo-servers.1073505.n5.nabble.com/Server-performance-problems-tp6375p6764.html > Sent from the CSGO_Servers mailing list archive at Nabble.com. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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