The reason 128 tick halves clock corrections negative effects is because there's twice as many frames. Ofcourse clock correction alone doesn't cause the getting killed behind corners but it's what allows it to happen. Less clock correction = less forgiving lag compensation for clients with crappy connections. Also with getting killed behind corners I specifically meant clients with good connections and low ping who should suffer from it, clients with bad connections are going to suffer either way but lowering clock correction lessens the negative effects on clients with proper connections (at the expense of high ping/high jitter players)
> Date: Fri, 19 Dec 2014 20:53:51 -0500 > From: [email protected] > To: [email protected] > Subject: Re: [Csgo_servers] sv_clockcorrection_msecs > > >and is what causes among other things the "getting killed behind corners". > > You w0t? That's caused by input prediction on your end and lag > compensation on the other person's. clockcorrection will just restrict > how much their lag compensation varies. If they have 250 ping you're > still going to get killed from behind corners after you get into cover. > > >128 tick halves it's effects > > I don't understand. It's counted in milliseconds, and I can't see how > valve would mess up a time to tick conversion. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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