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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