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/
> 
> 
> _______________________________________________
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> 
> 
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