-- [ Picked text/plain from multipart/alternative ] I kinda agree with this, most of the pro ut2k4 clans we have set theirs up at 40 even.
Whatever, I personally would trade a clamped 66tick (i.e by the engine) than having a whole host of servers set at 33, 66, 75, 100 etc, of which some can't handle as well for most other settings, and some having bugs etc. Never understood why not simply have one "decent" setting where everyone knows where they stand, and gets used to a specific standard. Every server they then join is set the same, this has always been key for me when playing games, especially when its not obvious whats what when you join. I can see the problem with larger servers etc, but I can't believe there isn't a decent solution. I think more and more, we'll see games just with one standard server settings (network wise etc, not talking about modes, and gameplay vars), and less and less client settings (but still be able to configure via menu etc). Personally would like to see Valve take this road, but its pretty unlikely :). On 12/6/06, Midnight <[EMAIL PROTECTED]> wrote: > > 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 > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

