Quote: "Network bandwidth is limited, so the server can't send a new update packet to all clients for every single world change. "
Is it not correct to presume that blindly running a timer is not a cure all?
Valve states, and this conversation has gone on since the inception of the mailing list yet ppl argue against the statement, that :
" It is not possible to change tickrate on CSS, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS and TF2, and 30 in L4D and L4D2."
They go on to state:
"View interpolation delay gives a moving player a small advantage over a stationary player since the moving player can see his target a split second earlier. This effect is unavoidable, but it can be reduced by decreasing the view interpolation delay. If both players are moving, the view lag delay is affecting both players and nobody has an advantage. "
When reading the Valve information in it's full context we can surmise that yes, a few tweaks are able to be done, and some tweaks may even benefit a few clients, primarily those on SLOWER Internet connects.
Is there such thing as a 100 tick orange box game server? Well according to Valve, no when we are discussing CS:S, TF2, L4D and L4D2.
With that being stated by Valve themselves, I would propose we take Valve at their word and trust what they assert about the game engine they developed. You can not tweak your game server instances to please everyone. Find a baseline that is suitable for the masses and run with it. Odd's are you will have more folks happy to play with you. Grab Valves default server config, fill in the blanks and fire 'er up.
I must go now, my LERP is sweaty and itches...
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