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. >>>> >>>> >>>> >>>> _______________________________________________ >>>> Csgo_servers mailing >>>> listCsgo_servers@list.valvesoftware.comhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>>> >>>> >>>> >>>> _______________________________________________ >>>> Csgo_servers mailing list >>>> Csgo_servers@list.valvesoftware.com >>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>>> >>> >>> ------------------------------ >>> >>> _______________________________________________ >>> Csgo_servers mailing list >>> Csgo_servers@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> >>> >>> _______________________________________________ >>> Csgo_servers mailing list >>> Csgo_servers@list.valvesoftware.com >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> >> >> >> >> -- >> Benjamin ‘*kRYOoX*’ Vergnaud >> >> -- >> International Relationship >> Team VeryGames >> http://www.team-verygames.net >> >> -- >> Technical Support >> VeryGames >> http://www.verygames.net/ >> >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing list > Csgo_servers@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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