thats not how tickrate works ... you certainly won't get 64 ticks in the first 100ms, then nothing happens and the server will send you the missing 56tick in the last 250ms.
128 tick = server updates the game ( on his end..) every ~8ms. If the server has such a high var ( i guess 4.0..) making the tick constantly going from 120-128 ..this means the difference between the stamps is max ~0.5ms, compared to rock solid 128tick. The server still updates 120-128 times per second. To make it even more clearer ... a 120tick server makes only 8 less updates per second ( !!! ). Certainly hard to notice at all. Now that's a max 120tick server. If a 128tick server has a var of 2.0 .... the tick rate is going from 126-128 ... that's 2 updates ( out of 128 !!! ) you might be missing at most. From a practical standpoint ...you won't notice it at all. You'd rather notice dirt on your mousepad that made you miss the shot. 120 tick or 128? 128 ofc. Question for you: 2 x [email protected] or 1 x [email protected] ? Keeping in mind how RIDICULOUS the practical difference is.... -- View this message in context: http://csgo-servers.1073505.n5.nabble.com/Server-performance-problems-tp6375p6766.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
