>The reason 128 tick halves clock corrections negative effects is
because there's twice as many frames.
That doesn't make any sense, at all. Clock correction is measured in
milliseconds. It will apply to twice as many frames on 128tick, giving
the same amount of time shift allowance.
>Ofcourse clock correction alone doesn't cause the getting killed
behind corners but it's what allows it to happen
No, this is just wrong. All clock correction does is let someone's ping
go higher for a moment. It doesn't "restrict" how much lag compensation
is theoretically possible. Someone with a perfectly stable 200 ping will
still be able to kill you around corners you just went behind, and if
you have a stable 200 ping, you will also be killed around corners you
just went behind. It lets it happen in slightly more situations, but
that's a good thing. Getting killed around corners is literally just an
edge case of having good hit registration.
>Less clock correction = less forgiving lag compensation for clients
with crappy connections.
Only in terms of jitter, but again, they can still kill you around
corners. They just have to shoot *incorrectly* instead. It makes it even
more RNG.
>Also with getting killed behind corners I specifically meant clients
with good connections and low ping who should suffer from it
Has literally nothing to do with ping and everything to do with jitter.
> 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)
People with bad connections are *always* suffering more than people with
good connections. You're just making it worse.
If you want a perfect game, play on LAN. Further, please stop spreading
misinformation.
On 2014/12/22 4:15, The H4x0r wrote:
The reason 128 tick halves clock corrections negative effects is
because there's twice as many frames.
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