Thanks for subscribing me to a bunch of spam.
On May 2, 2013 6:02 PM, "Absurd Minds" <goabs...@absurdminds.net> 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" <gl...@candrom.com> 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 <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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