No offense, but this is wrong imo. I think you are confusing bandwidth caps and updates/sec.
However I do agree that higher tick helps improve the feel of the game, but only to a point. At some point it starts to hurt things because the server and the player's latency cannot keep up, making higher tickrates useless. storno.porno wrote:
Picture this : 10 players (5 on each team) are in the same part of the map. All of them are shooting and moving. By shooting around they hit a few props as cans, tons etc aswell, and they start moving too. How in hell is the server supposed to let everybody see the exact same scene if it can't make more updates than 66 in one tick?
Interpolation. Also, it only has to interpolate 5ms of extra positional delta, which is pretty small.
There is a very good reason why leagues demand to use tick100 on official matches. And that reason is simply "accurate gaming".
I would more likely call it psychological self-imposed setting.
If u think there's no way to tell the difference between a 100 tickrate server and a 66 tickrate server while playing, then obviously your requirements aren't very high (which is ok , I assume, for a fun player ... but definitely not ok for a competitive semi-professional gamer).
FYI, in UT2004 the top players feel that 50-60 tickrate is totally adequate and anything more is overkill and will only hurt server performance by taxing the system or internet connection. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

