My point was that you're using a wiki page edited by the community and pretending it's the official word from Valve. This is not the case.
Sent from my iPad On Sep 20, 2012, at 8:18 AM, "Mike Didiano" <[email protected]> wrote: > The quote wasn't removed, it was just rewritten and moved in to an earlier > paragraph. Here is the new quote along with 3 more from > developer.valvesoftware.com. > > " Increasing the server tickrate generally improves movement and shooting > precision but comes with a higher CPU cost." > > "Multiplayer hit detection is not pixel perfect and has known precision > limitations based on the tickrate and the speed of moving objects." > > "A higher tickrate increases the simulation precision, but also requires more > CPU power and available bandwidth on both server and client." > > Debate=over > > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Russell > Smith > Sent: Wednesday, September 19, 2012 7:20 PM > To: [email protected] > Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor > de_nuke_se move slower than when it is @ 64 tick server > > Unfortunately being on the Wiki does not make it factually correct. > Case in point: the wiki no longer has the quote you pasted as Anakin just > removed it. > > It's quite possible that it was not a Valve employee that put that quote > there in the first place and thus its validity is suspect. > > On 19.09.2012 08:26, Benjamin Vergnaud wrote: >> Funny how all of you have different understanding of the same things. >> >> Its 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 youre trying to achieve. And heck, let >> people do whatever they want with their servers. >> >> Still, Id 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 <[email protected] [15]> >> 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 [8] >>>> TO: [email protected] [9] >>>> >>>> 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 <[email protected] [10]> >>>> >>>>> 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 HPEs doing with CS:GO, >>>>>> but CS:S was never run at 128 tickrate, it was run at >>>>>> 100 tickrate, the arguement was that its better for competitive >>>>>> play, and thats simply not true. Its 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, its 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 >>>>>> [3] >>>>>> >>>>>> As stated before you can verify what Im 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 [4] >>>>>> >>>>>> 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 >>>>>> [5] >>>>>> >>>>>> 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 [1] >>>>>>> TO: [email protected] [2] >>>>>>> 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 >>>>> >>>>> _______________________________________________ >>>>> Csgo_servers mailing list >>>>> [email protected] [6] >>>>> >>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>>>> [7] >>>> >>>> ------------------------- >>>> >>>> _______________________________________________ >>>> Csgo_servers mailing list >>>> [email protected] [11] >>>> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>>> [12] >>> >>> _______________________________________________ >>> Csgo_servers mailing list >>> [email protected] [13] >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >>> [14] >> >> -- >> >> Benjamin ‘KRYOOX’ Vergnaud >> >> -- >> International Relationship >> Team VeryGames >> http://www.team-verygames.net [16] >> >> -- >> Technical Support >> VeryGames >> http://www.verygames.net/ [17] >> >> >> Links: >> ------ >> [1] mailto:[email protected] >> [2] mailto:[email protected] >> [3] >> >> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation >> [4] https://developer.valvesoftware.com/wiki/Interpolation >> [5] >> >> https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Entity_interpolation >> [6] mailto:[email protected] >> [7] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> [8] mailto:[email protected] >> [9] mailto:[email protected] >> [10] mailto:[email protected] >> [11] mailto:[email protected] >> [12] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> [13] mailto:[email protected] >> [14] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> [15] mailto:[email protected] >> [16] http://www.team-verygames.net/ >> [17] http://www.verygames.net/ > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
