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 >>> >> ------------------------------ >> >> _______________________________________________ >> 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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