Mike,

It may be important for something specific HPE's doing with CS:GO, but CS:S was 
never run at 128 tickrate, it was run at 100 tickrate, the arguement was that 
it's better for competitive play, and that's simply not true. It's just like 
the fps_max myth, 1000 fps servers, 10000 fps servers, etc. 

The higher the tickrate, the higher the physics calculations, which is why the 
door is moving slower. As Ido stated, they will be investigating the doors 
issue. But the arguement will continue to be "100 tickrate is better for 
competitive gaming, because it does more calculation." (Like you said, anyone 
with basic math skills can do the numbers) The problem is, it's physics 
calucation, like entities (the doors), NOT hitboxes/hit registration. 

If you guys want to tweak settings to improve hit registration, start doing 
more research into the lag compensation part of the engine. 
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation

As stated before you can verify what I'm saying about hitboxes with 
"sv_showimpacts" set to 1, which will show both client-side, and server-side 
hitboxes. (Change the tickrate between 33, 66, 100, and 128, the hitboxes are 
not dependant on the tickrate.)

What people percieve as tickrate causing hit registration issues is actually 
interpolation. 
https://developer.valvesoftware.com/wiki/Interpolation

To delve even further into the door issue, you may want to review entity 
interpolation, which is a direct effect of tickrate. 
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation

But entity interpolation and client interpolation are two very different areas, 
and changing the tickrate to something higher will not produce better "hit 
registration" results. 

Also, the plugin which you speak of was released by a third party, and it is 
mainly used on surf/bhop servers to produce the desired acceleration over 
entities (The bhop blocks for example, which are also func_doors), not 
competitive servers.

______________________________________
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  ----- Original Message ----- 
  From: Mike Didiano 
  To: [email protected] 
  Sent: Wednesday, September 19, 2012 7:34 AM
  Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server


  Steve,

                  As soon as they locked FPS at 66 a plugin was released to 
allow 100 tickrate.  Anyone with basic math skills knows that  1/100 is a 
smaller number than 1/66.  

   

  They wouldn't have included this in CS:GO if it weren't important.
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