low ping who shouldn't suffer from it*

From: [email protected]
To: [email protected]
Date: Mon, 22 Dec 2014 11:15:23 +0200
Subject: Re: [Csgo_servers] sv_clockcorrection_msecs




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.
> 
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