-- [ Picked text/plain from multipart/alternative ] Yes this is true, here is some more info on this subject.
For hlds it's "sys_ticrate" that will give you good hitreg. I run all my servers at 500 or more. Some people say they cant see a difference but I say their crazy. I play DoD about 4 hours a day and I have tested this out to no end and if you raise the sys_ticrate to 500 or more then the clients receive more updates per tic about were everyone else is and what their doing at that tic in time. When I play on default 66 tic or even 100 tic DOD 1.3 servers I'm good but on my own servers I'm unstoppable and get accused of hacks all day long but that's just because peeps don't understand ticrate/hitreg and how it can differ from default servers and boosted servers. What you want for DOD & CS servers is the following. There is no need for update 101 in either cmdrate or updarerate in order to have the best hitreg you can get from hlds. Sv_maxrate 16500 Sv_minrate 100 Sv_maxupdaterate 60 Sv_minupdaterate 20 Sys_ticrate 700 Then go get a plugin called cvar_guard.amxx over at the amxx or DOD_plugins sight and set all of your connecting clients to these settings, (this plugin will work for all hl1mods) Rate "16000" Cl_cmdrate 60" Cl_updaterate "50" FPS_max "101" FPS_modem "101" After having done this go into your server and get your mind blown away by how instantly you kill players. With your net_graph 3 turned on, you'll see up to 5 or 6 choke once in a while but never any loss. Some good reading here. LAG and or phantom shots explained. For instance, if a highly lagged player shoots at a less lagged player and scores a hit, it can appear to the less lagged player that the lagged player has somehow "shot around a corner". In this case, the lower lag player may have darted around a corner. But the lagged player is seeing everything in the past. To the lagged player, s/he has a direct line of sight to the other player. The player lines up the crosshairs and presses the fire button. In the meantime, the low lag player has run around a corner and maybe even crouched behind a crate. If the high lag player is sufficiently lagged, say 500 milliseconds or so, this scenario is quite possible. Then, when the lagged player's user command arrives at the server, the hiding player is transported backward in time and is hit. This is the extreme case, and in this case, the low ping player says that s/he was shot from around the corner. However, from the lagged player's point of view, they lined up their crosshairs on the other player and fired a direct hit. From a game design point of view, the decision for us was easy: let each individual player have completely responsive interaction with the world and his or her weapons. In addition, the inconsistency described above is much less pronounced in normal combat situations. For first-person shooters, there are two more typical cases. First, consider two players running straight at each other pressing the fire button. In this case, it's quite likely that lag compensation will just move the other player backwards along the same line as his or her movement. The person being shot will be looking straight at his attacker and no "bullets bending around corners" feeling will be present The next example is two players, one aiming at the other while the other dashes in front perpendicular to the first player. In this case, the paradox is minimized for a wholly different reason. The player who is dashing across the line of sight of the shooter probably has (in first-person shooters at least) a field of view of 90 degrees or less. In essence, the runner can't see where the other player is aiming. Therefore, getting shot isn't going to be surprising or feel wrong (you get what you deserve for running around in the open like a maniac). Of course, if you have a tank game, or a game where the player can run one direction, and look another, then this scenario is less clear-cut, since you might see the other player aiming in a slightly incorrect direction. Hope this helps you out mate. ;) -------Original Message------- From: Keeper Date: 1/14/2008 11:24:10 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] Hit registration I think hit registration is based on communications between the clients and The servers, more than the speed of the server. When I play overseas, I get Shot by an opponent after I go around a corner. The "prediction" side of The coding needs some tweaking. I could be wrong, but that's my take. Keeper -----Original Message----- From: Kveri [mailto:[EMAIL PROTECTED] Sent: Monday, January 14, 2008 2:06 PM To: hlds@list.valvesoftware.com Subject: [hlds] Hit registration Hello, what is affecting hit registration? stable FPS or high FPS? I have one of my boxes (2x quad xeon 5335 ~ 2000MHz) 8gigs of ram, servers (approximately 8) running at 1000FPS and hit registration is pretty nice, but i have also 2x dual core xeon 3000 series, about 30 servers running at 333FPS and hit registration is not that good as on first box. Is hit registration depending on load or CPU? I'm using newest hlds on linux, HPT, SMP, no force preemtition (server). Thanks _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.2/1221 - Release Date: 1/12/2008 2:04 PM . -------Original Message------- From: Keeper Date: 01/14/08 11:24:10 To: hlds@list.valvesoftware.com Subject: RE: [hlds] Hit registration I think hit registration is based on communications between the clients and the servers, more than the speed of the server. When I play overseas, I get shot by an opponent after I go around a corner. The "prediction" side of the coding needs some tweaking. I could be wrong, but that's my take. Keeper -----Original Message----- From: Kveri [mailto:[EMAIL PROTECTED] Sent: Monday, January 14, 2008 2:06 PM To: hlds@list.valvesoftware.com Subject: [hlds] Hit registration Hello, what is affecting hit registration? stable FPS or high FPS? I have one of my boxes (2x quad xeon 5335 ~ 2000MHz) 8gigs of ram, servers (approximately 8) running at 1000FPS and hit registration is pretty nice, but i have also 2x dual core xeon 3000 series, about 30 servers running at 333FPS and hit registration is not that good as on first box. Is hit registration depending on load or CPU? I'm using newest hlds on linux, HPT, SMP, no force preemtition (server). Thanks _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.19.2/1221 - Release Date: 1/12/2008 2:04 PM . -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds