I can tell be all the facts you've just provided, please read below.
-----
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
______________________________________
Level 3 Technician
Griffin Networks LLC - Gaming Solutions
----- Original Message -----
From: Absurd Minds
To: [email protected]
Sent: Friday, September 21, 2012 11:38 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
It clearly makes a noticeable difference.
On Sep 21, 2012 10:58 AM, "Russell Smith" <[email protected]> wrote:
To be fair to John from Nfo, at least he is honest about not believing
there to be a benefit to those tweaks. The nature of the market and customer
demands force him into supplying those options, and because they have a real
impact on server load force him into charging more.
It is really on Valve to come out and say that 1000fps or 128 tic has no
effect, and if that is the case disabling them.
On Sep 21, 2012, at 4:00 AM, "Calvin Judy" <[email protected]> wrote:
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.
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