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: csgo_servers@list.valvesoftware.com 
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 
<gramma...@gmail.com> 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: csgo_servers@list.valvesoftware.com 
  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: csgo_servers-boun...@list.valvesoftware.com 
[mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Loïc Péron
  Sent: Thursday, May 02, 2013 9:23 AM
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] csgo update 


     
  sv_maxusrcmdprocessticks "3" makes players lag when moving.


    
  sv_maxusrcmdprocessticks "0" fix it.


    

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