[EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
Assuming this is due to the number of along with the complexity of the 
objects/hitboxes, what about client side??  I have experimented using media 
player on my client desktop to discover my game plays much better than without.

Client side is not time dependant in discrete tick time. Clients render
at their maximum frame rate and will place an action in the tick that
co-insides with the current tick minus cl_interp.

That having been said you may experience some kind of improvement if
there is some time dependant code causing mid-frame delays which can be
released quicker by a high resolution timer. This should be relatively
easy to test on a high end system by removing all frame limiters and
trying excessively slow or fast timers.

If this is all true and what I am seeing on my client is correct, I would think 
that implementing this into the client would be beneficial for everyone, 
perhaps correlating server tickrate with client tickrate upon connecting to 
make sure there are no side-effects of mismatched tickrates.

tick rates never mis-match. The client will process ticks at the same
frequency as the server. You can verify this with client cvars. You will
be unable to change those cvars (well, the engine defines that, but even
if it didn't they would be server replicated, not client cvars).

Has Valve already done research on this aspect or no?

Sadly I have no publicly referencable material (all market research
documents), but there is research defining various interactive
frequencies and their varying effects. Most kids can't differentiate
frame rates over 20 or so, but that having been said there are people
who can make accurate calls from 10-60Hz (visually, in-flow). This means
it's all variable, but the effects you see which you combat by going to
66Hz are often that of netcode detail, rather than of perceptual visual
flow, which is combated other ways, such as the interpolation system.

-Ozz

-------------- Original message --------------


66Hz is needed for DoD:S to keep an accurate simulation of the physics
objects and complex player hit boxes. We tested at 33Hz but the game
didn't feel right at the slower speed (where CS:S has been optimized to
work at 33Hz with its light use of physics objects and special hitbox
design).

- Alfred

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex Spencer
Sent: Friday, September 30, 2005 11:17 AM
To: [email protected]
Subject: Re: [hlds] DoD:Source Default tickrate ??

Is there any reason for this or is it just picked out of a hat to keep
us on our toes? :-)

Alfred Reynolds wrote:


Actually, the default for DoD:S and HL2MP is 66Hz. CS:S uses 33Hz by
default.

- Alfred

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tyler Cook
Sent: Friday, September 30, 2005 4:26 AM
To: [email protected]
Subject: Re: [hlds] DoD:Source Default tickrate ??

--
[ Picked text/plain from multipart/alternative ]
default tickrate is 33
reccomended tickrate is 100, for more accurate hit detection.

On 9/30/05, CAIN wrote:



What is the default tickrate for a DODS server??

Anyone been experimenting with different DODS Server tickrates ??

Thanks!!

-- Cain





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