"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 <goabs...@absurdminds.net> wrote:

Please stop.
On May 2, 2013 5:24 PM, "Timur 'grammaton' Celikkesen" <gramma...@gmail.com>
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 <saul.renni...@gmail.com>
> *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 <vita...@valvesoftware.com>
>> *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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>>
>
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