The page you linked about lag compensation says: *Increasing the tickrate does improve the precision of hit detection, but also requires more CPU, memory, and bandwidth capacity for server and clients.*
Il 19/09/2012 14:12, Calvin Judy ha scritto: > 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 <mailto:[email protected]> > *To:* [email protected] > <mailto:[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. > > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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