That's absolutely not true, you just have not bothered to read this discussion 
well enough. I posted valid information 2 days ago, and then someone
maliciously modified the wiki just to make the information look invalid. 

The wiki has since been restored without those messages added, there is no 
statement on there that says "higher tickrate improves hit registration."
Someone maliciously added that yesterday. 

Here's what I stated two days ago:

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 "100/128 tickrate is better for 
competitive gaming, because it does more calculation." 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. 

--------------

Either way, this arguement is getting tiresome, there's absolutely too many 
people on the mailing list who do not bother to read, or investigate issues, so 
they reply with something completely off the wall. (like absurd minds post 
about game server providers not hosting 128 tickrate because they don't want 
competition, which makes no sense in business.)

If people want to run 128 Tickrate, that's fine, if people want to run 66 
Tickrate, that's fine also. But you should know there is no improved hit 
registration on 128 Tickrate.

This arguement should be about getting people who rent servers educated, they 
should know when they're being screwed, they've been screwed quite a lot in the 
CS community

Nuclear fallout is charging 14.99$/month extra just for 128 tickrate, when it 
costs about 1.5x more cpu to run.  This is the nonsense I'm pissed about, we've 
already had a representative of NFO Servers, come on the mailing list and say
they can't verify whether 1000fps does ANYTHING additional for cients (which it 
doesn't), but they still market it for an additional 25$/month.

______________________________________
Level 3 Technician
Griffin Networks LLC - Gaming Solutions


  ----- Original Message ----- 
  From: Travis Brown 
  To: [email protected] 
  Sent: Thursday, September 20, 2012 9:36 PM
  Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor 
de_nuke_se move slower than when it is @ 64 tick server


  All of these ppl saying no to high tickrates have yet to provide any proof of 
their argument.

  On Sep 20, 2012 8:58 PM, "Absurd Minds" <[email protected]> wrote:

    There's no problem though. You're mindlessly forcing your will on
    people for absolutely no reason. If you don't like 128 tick servers,
    don't play in them. If you think people are complete and total idiots
    for wanting to play in 128 tick servers, don't associate with them.
    There is no reason to do anything else.

    On Thu, Sep 20, 2012 at 8:54 PM, Steven Hartland
    <[email protected]> wrote:
    > ----- Original Message ----- From: "Absurd Minds" 
<[email protected]>
    >
    >
    >> There is no reason to default to "the easiest" when you're trying to
    >> create a high quality game. Saying, "it's just easier that way" is a
    >> huge cop out and really shows everybody how lazy you are. Many people
    >> want a higher tickrate. It doesn't matter what your opinion of them
    >> is. You WILL disappoint people if you lock it, and if people would
    >> rather deal with the issues than have a locked tickrate then why don't
    >> you just keep your servers at 64 and let the rest of us do what we
    >> please?
    >
    >
    >
    > Just because people will put up with broken stuff, doesn't mean they
    > should, and just because people want it because they "think" its better
    > doesn't mean it is ;-)
    >
    > People will get over disappointment, when they realise the game is better
    > for it, same happened for source same could happen for go.
    >
    > It was only recently that we had players insisting they absolutely MUST
    > have CRT's to play CS and that TFT's where just unusable and would kill
    > the game. Now look, everyone uses them and wouldn't think twice about it.
    >
    > Perception is a massive part of gaming, and unfortunately gamers are all
    > to quick to latch on to the latest and greatest without any real logic
    > or proof.
    >
    > You can take any game and if its more consistent at a lower rate than
    > the higher one, the game will play better for it. Inconsistency is
    > a much worse problem then updates rates, and higher rates often causes
    > more inconsistencies hence the "higher number is better" can easily fall
    > flat on its face.
    >
    > If you want an interesting read / listen that includes real facts about
    > the delays involved in gaming have go watch Carmac's keynote from this
    > years quakecon, its got loads of juicy titbits in some that are quite
    > relevant to this very conversation.
    >
    >    Regards
    >    Steve
    >
    >
    > ================================================
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