Players are entities aren't they? Isn't the player changing position in the world a physics calculation? It must be... for one example the server determines the velocity of the player while falling, and also uses that to determine how much fall damage the player will receive.
If you've ever actually played the game I can't understand how you don't notice a difference in shot registration between 64 and 128 tick servers. On Fri, Sep 21, 2012 at 8:52 AM, Calvin Judy <[email protected]> wrote: > ** > 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 <[email protected]> > *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. >> >> >> _______________________________________________ >> 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 >
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