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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