That is absolutely what I'm saying, it's more physics calculations per second.
What you're talking about is interpolation, and it isn't dependant on tickrate.
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation
Turn on sv_showimpacts 1 with different tickrates, if you have to, download
didrole's tickrate enabler and set your tick to odd variables, you'll notice
the hitboxes don't change. However, physics calculations will change, and
probably break for the most part, dynamic debris on the ground will probably
fly into the skybox when stepped on, doors will react as said earlier.
----- Original Message -----
From: Jeff Morello
To: [email protected]
Sent: Tuesday, September 18, 2012 4:20 PM
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or
de_nuke_se move slower than when it is @ 64 tick server
Are you saying that having a game state calculation more often does not
improve hit registration accuracy?
On Tue, Sep 18, 2012 at 1:04 PM, Calvin Judy <[email protected]>
wrote:
Travis, maps aren't compiled to specific tickrates.
HPE/Valve's words:
"Tickrate has a host of side effects on network code, weapon firing speeds,
force impulses (like throwing weapons), and physics, and this will help us
create a more consistent experience for Counter-Strike."
That was when they removed tickrate in on the CS:S orangebox build, the
same thing needs to happen here. It should be limited and fps_max should be
dependant on it. (I believe they have already enforced the fps_max back to the
tickrate.)
Higher tickrate doesn't make competitive games any better, neither does
higher fps, all of you who keep trying "get ahead" of other servers by changing
tickrate/fps_max, all you're doing is creating inconsistencies.
----- Original Message -----
From: Travis Brown
To: [email protected]
Sent: Tuesday, September 18, 2012 3:15 PM
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke or
de_nuke_se move slower than when it is @ 64 tick server
Because the map was prolly optimized for 64 tick? It can be fixed.
On Sep 18, 2012 2:23 PM, "Steven Hartland" <[email protected]>
wrote:
So care to explain how a map can break the timing of something, when
its the engine which does the timing ;-)
----- Original Message -----
From: Travis Brown
To: [email protected]
Sent: Tuesday, September 18, 2012 7:12 PM
Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nuke
or de_nuke_se move slower than when it is @ 64 tick server
It was removed cause the game engine couldnt do it properly as the
game was ported. It has been done right this time. The map needs fixed, not
removal of tickrate. Lol
On Sep 18, 2012 2:09 PM, "Steven Hartland" <[email protected]>
wrote:
That's not what I understood, so care to provide evidence of that?
----- Original Message -----
From: Travis Brown
To: [email protected]
Sent: Tuesday, September 18, 2012 6:55 PM
Subject: Re: [Csgo_servers] 128 tickrate server makes door at
de_nuke or de_nuke_se move slower than when it is @ 64 tick server
That isnt why it was removed.
On Sep 18, 2012 1:42 PM, "Steven Hartland"
<[email protected]> wrote:
This is why the trickrate should NEVER have re-introduced!
It was removed for a good reason aka because it broken stuff,
just like this.
PLEASE PLEASE guys remove it again, it will prevent a world of
hurt in the long run!!
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