Agreed. Tickrate shouldn't be removed. I rather have this "Bug".

On 19 September 2012 16:36, Valtteri Kiviniemi <kiviniemi.valtt...@gmail.com
> wrote:

> Benjamin writes the words of wisdom.
>
> Limiting/removing something that has previously been available is not the
> right thing to do. The best thing is to let people decide what kind of
> settings they want to run on their servers. A lot of leagues are using CPL
> etc. maps on their competitive gaming, so one door on one map does not
> really matter anything.
>
> More documentation would of course be beneficial to the community, so
> people who just want to run stable and normal server would know the optimal
> values. But please dont take away the possibilities of tuning the server to
> more "extreme" settings which maybe can break something.
>
> - Valtteri
>
>
> 2012/9/19 Benjamin Vergnaud <benja...@verygames.net>
>
>> Funny how all of you have different understanding of the same things.
>>
>> It's written in black and white, as mentionned by someone earlier :
>>
>> Increasing the tickrate does improve the precision of hit detection, but
>> also requires more CPU, memory, and bandwidth capacity for server and
>> clients.
>>
>> Why debating this point ?
>>
>> Other than that, locking tickrate values would be silly, imho. Once again
>> someone said it before me, playing with the tickrate can be useful,
>> depending on what you're trying to achieve. And heck, let people do
>> whatever they want with their servers.
>>
>> Still, I'd really like Valve/HPE to make a clear statement as to what
>> tickrate would be ideal to use for different kind of servers, without
>> messing up with the game physics and all (or at least, as little as
>> possible).
>> That would at least shut down this stupid debate where everyone is trying
>> to explain how it works when you have no idea, really.
>>
>>
>> On 19 September 2012 16:57, Calvin Judy <c.j...@griffinrun.net> wrote:
>>
>>> **
>>> Valve has lowered the tickrate in Counter Strike: Source, and the game
>>> has more players than CS:GO, how exactly would doing the same kill the
>>> competitive community?
>>> **
>>> *______________________________________ *
>>> *Level 3 Technician
>>> Griffin Networks LLC - Gaming Solutions*
>>>
>>>
>>> ----- Original Message -----
>>> *From:* Valtteri Kiviniemi <kiviniemi.valtt...@gmail.com>
>>> *To:* csgo_servers@list.valvesoftware.com
>>> *Sent:* Wednesday, September 19, 2012 10:50 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
>>>
>>> Hi,
>>>
>>> Valve DO NOT lock the tickrate to a lower value. Let people choose if
>>> they want to use 128tick. Lowering the tickrate will kill the competitive
>>> gaming. I have more than 50 servers on my customers and all of them are
>>> 128tick and people are really, really enjoying a lot of the higher high
>>> registration.
>>>
>>> Of course it would be nice to have fix for the door but eitherway it
>>> does not really matter, its just one map and people rather use buggy door
>>> with high tickrate than a working door with crappier hit registration.
>>>
>>> - Valtteri
>>>
>>> 2012/9/19 Marco Padovan <e...@evcz.tk>
>>>
>>>> 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 <m...@networks-llc.com>
>>>> *To:* csgo_servers@list.valvesoftware.com
>>>> *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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>>>>
>>>>
>>>>
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>>>
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>>
>>
>>
>>  --
>> Benjamin ‘*kRYOoX*’ Vergnaud
>>
>> --
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