Exactly. The difference is so remarkably clear I don't understand why
people are trying to twist these words into incoherence in an attempt to
'prove' there isn't a difference. There is clearly a difference if you
play, and clearly a difference if you read the 'evidence' with intellectual
honest instead of dishonest word play
On Sep 21, 2012 12:08 PM, "Jeff Morello" <[email protected]> wrote:

> 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
>>>
>>  ------------------------------
>>
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>
>
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