I just see your opinion and you linking to the valve wiki. Thats not proof. Good try tho. On Sep 21, 2012 7:01 AM, "Calvin Judy" <[email protected]> wrote:
> ** > 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 <[email protected]> > *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 >> > >> > >> > ================================================ >> > This e.mail is private and confidential between Multiplay (UK) Ltd. and >> the >> > person or entity to whom it is addressed. In the event of misdirection, >> the >> > recipient is prohibited from using, copying, printing or otherwise >> > disseminating it or any information contained in it. >> > In the event of misdirection, illegible or incomplete transmission >> please >> > telephone +44 845 868 1337 <%2B44%20845%20868%201337> >> > or return the E.mail to [email protected]. >> > >> > >> > _______________________________________________ >> > 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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