It's "time travel" used for jitter (ping variance) correction and is what causes among other things the "getting killed behind corners". 128 tick halves it's effects so manually setting it to 15 (instead of the default 30) has mostly the same visible effects as using 128 tick though keep in mind that many 128 tick servers suchs as CEVO's or ESEA's use clock correction 15 and 128 tick which would equal to clock correction 7.5 on 64 tick but the diffrence between 7.5 and 15 isn't really noticeable anyway. Overall it's quite complicated but 15 is considered to be "optimal" reducing the negative effects clock correction has on everyone while still providing adequate jitter correction for people with poor connections.
From: [email protected] To: [email protected] Date: Fri, 19 Dec 2014 13:59:34 +0000 Subject: Re: [Csgo_servers] sv_clockcorrection_msecs Can someone explain what sv_clockcorrection_msecs does? Cheers, Phantom > Why even use "100" 64 is enough or if you think you need more why not go > straight to 128. 64 tick with sv_clockcorrection_msecs 15 "feels" like 128. > Personally I use sv_clockcorrection_msecs 0 which also works fine if every > player has decent jitter > _______________________________________________ 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
