It is really dissapointing that users like Absurd Minds can divert this list 
from its intended use again in such an easy way. Please sort out your private 
problems that you have with Glenn Charpantier somewhere else – not here.

You are again not contributing to this specific issue which is unfortunately 
not the first time and even more, you try to bash Glenn in a very childish way 
– this is not constructive or factual. Additional your response to the topic 
shows an obvious lack of technical knowledge and willingness to accept the 
public facts i listed before.

If you are able to show us here one single technical proof for your response to 
the topic, which is transparent and conclusive – fine – but just dont write any 
subjective personal opinion without any substance.

Even your arguement that this is a list for server-admins that want help with 
their problems and dont want to discuss, shows a real lack of dispassion.
This rubberband behaviour IS a problem for the hosters and admins – it results 
in many support-tickets from users that are not following lists like this or 
community sites where this is already a huge topic. 

@Joseph Lopez 

Both can be related, so if you just unobjectively write to screw tickrate – you 
are also screwing the problem that seems to be most important to you.

As i understand the explaination for this server cvar and its intended way to 
work – there is no bug that valve has to fix – it is a matter of 
Serverperformance, Clientperformance and the connectivity/network quality 
between both.

Through the community Site i am running i have access to hundreds, sometimes 
thousands of users and their direct experience, the Bugs and Problems showing 
up after each update – and by that we also have the posibility to test on many 
different server setups, with  various routings and hardware performances.

We testet a lot related to the new server-cvar and as i expected on tick 64 
almost nobody experiences this rubberband behaviour. Only Clients with a real 
poor network performance or frame-drops towards or under 64 still experience 
it. 

Switch the Server to tick 128 and the game starts to have this rubberband “lag” 
clientside (with vanilla settings on 3)

...and  i think we all can be sure about, that it is more common that clients 
drop around or under 128 frames than 64 frames.

Sry for this textwall but sometimes you just cant put it in just one or two 
sentences to explain your point.


Cheers


From: Joseph Lopez 
Sent: Friday, May 03, 2013 1:05 AM
To: [email protected] 
Subject: Re: [Csgo_servers] csgo update

screw tickrate. im worried about the lag issue / rubberbandlag. hopefully this 
is fixed soon



On Thu, May 2, 2013 at 3:59 PM, Drogen Viech <[email protected]> wrote:

  So what arguments do you have besides "LOL THE OTHER THREADS SAY HIGHER 
TICKRATE IS BETTER"?



  2013/5/3 Absurd Minds <[email protected]>

    Thanks for subscribing me to a bunch of spam. 

    On May 2, 2013 6:02 PM, "Absurd Minds" <[email protected]> wrote:

      Check the other threads about why higher tickrates are better. We don't 
have to discuss it in a mailing list where server operators get help with their 
servers. 

      Also, you should like you're still butthurt. I sincerely apologize for 
causing you to embarrass yourself so fully a few months ago. 

      On May 2, 2013 5:35 PM, "Glenn Charpantier" <[email protected]> wrote:

        "Please stop."

        You are (yet again) not contributing with your message, instead you 
just uselessly spammed tons of inboxes.

        It is indeed a legitimate question, and in the right place.



        Sent from my iPhone

        On 02.05.2013, at 23:31, Absurd Minds <[email protected]> wrote:


          Please stop. 

          On May 2, 2013 5:24 PM, "Timur 'grammaton' Celikkesen" 
<[email protected]> wrote:

            In the past Valve argued in a very reasonable way why they forced 
the tickrates for other Source-Engine Games. 

            We also know from the CS:GO changelog that we already had Bugs 
related to Tickrates higher than 64. 

            One of the causal conclusions from Vitalys explaination could be 
that it is generally better to leave it on 64.

            Valve is running their own Servers on Tickrate 64.

            So the question is why are the logical arguments for other 
Source-Engine Games not taken into consideration for CS:GO?

            Unfortunately the last real information regarding netcode is more 
than a year old (a tweet from Chet Faliszek via the csgo_dev Account) and that 
CS:GO uses an updated Version from the Netcode done by Kirsch (who also did the 
original Code for 1.6)

            If this “updated” means that arguments for other source-engine 
games are not effective for CS:GO and that documentation like the Latency 
Compensation Methods from Bernier or other older informations from Kirsch are 
obsolete related to this specific subject...  i am fine with that...

            I just want to know where is the technical difference between other 
Source-Engine Games and CS:GO

            So please stay cool....it’s generally just a legitimate question 
after reading Vitalys Mail ....not an attempt to start an unnecessary 
discussion ;-)


            Cheers
            From: Saul Rennison 
            Sent: Thursday, May 02, 2013 9:56 PM
            To: [email protected] 
            Subject: Re: [Csgo_servers] csgo update

            Let's not start a "discussion" on tick rate, please!



            On Thu, May 2, 2013 at 7:02 PM, Timur 'grammaton' Celikkesen 
<[email protected]> wrote:


              This is really a very good explaination and as i understand it – 
you can take this also as an argument to finally force CS:GO to a specific 
tickrate.

              I was always a bit confused why the argumentation for the 
tickrate 66 force at CS:S (which is logical) was not used for CS:GO (with 64 
Ticks).

              Related to this i want to call up one specific point in a 
previous changelog... 

              -Limiting physics timestep to 64 to eliminate high tickrate 
physics bugs, such as bouncing guns 


              As long as you give the choice to select the tickrate, the 
community will always choose the higher value – regardless if it makes sense or 
not. The competative part of the community will always discuss about it.

              ...but as we all should remember.......it took just some few days 
after the tickrate force or fps cap... to end years of unnecessary discussions.

              just my 2 cents


              Cheers 


              From: Vitaliy Genkin 
              Sent: Thursday, May 02, 2013 6:56 PM
              To: [email protected] 
              Subject: Re: [Csgo_servers] csgo update

              The value for sv_maxusrcmdprocessticks specifies maximum user 
commands that server will handle from a client in a single server frame tick. 

              E.g. if you run a 128-tick server with max 3 usr cmds per tick, 
but your client runs at sub-64 fps then the client might experience incorrect 
prediction on movement and what you refer to as “lag”. The solutions here would 
be to: 


              1) disable the user commands limit completely on the server with 
sv_maxusrcmdprocessticks 0 

              This would use old behavior and allows clients with any low 
framerate or high packet loss to fully execute all queued up movement packets 
on the server and allows clients to maliciously inject additional movement 
packets for execution on the server thus possibly attaining a higher than 
maximum movement speed or movement speed bursts observed by other players. 


              2) increase the user commands limit to allow slack for clients 
running with low fps with e.g. sv_maxusrcmdprocessticks 16 

              The higher the value the higher “movement burst speed” can be 
observed by other clients and can be attained on a single server tick by a 
cheater or user with severe packet loss or low fps. 


              When running 64-tick server with default setting of max 3 user 
commands per server tick clients might observe incorrect prediction on movement 
when running with sustained fps below 25 fps or when running at 64 fps but 
dropping 30% of packets or a combination of these unfavorable conditions. Even 
when a local client encounters incorrect prediction on movement all other 
players in the server still see their movement as smooth and from other 
players’ perspective the movement speed is always within max movement speed. 


              To diagnose the case of clients being affected by the setting of 
max user commands you can use “sv_maxusrcmdprocessticks_warning” convar, 
setting it to 0 will spew all server ticks and clients for whom user commands 
are being dropped, setting it to 1 will spew no more than 1 message per second, 
setting it to default -1 disables the spew. Once you narrow it down to the 
client you can disable competitive min spec on the server and capture the 
client statistic with “net_graph 5” on the client. Let us know if you encounter 
clients running at sustained fps >= server tickrate without any packet loss 
that experience dropped user commands and we’ll be able to investigate further 
from here. 


              Thank you, 

              -Vitaliy 



              From: [email protected] 
[mailto:[email protected]] On Behalf Of Loïc Péron
              Sent: Thursday, May 02, 2013 9:23 AM
              To: [email protected]
              Subject: Re: [Csgo_servers] csgo update 


                 
              sv_maxusrcmdprocessticks "3" makes players lag when moving.


                
              sv_maxusrcmdprocessticks "0" fix it.


                

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