So what arguments do you have besides "LOL THE OTHER THREADS SAY HIGHER
TICKRATE IS BETTER"?


2013/5/3 Absurd Minds <goabs...@absurdminds.net>

> 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.*
>>>>>
>>>>>
>>>>>
>>>>> ------------------------------
>>>>> _______________________________________________
>>>>> Csgo_servers mailing list
>>>>> Csgo_servers@list.valvesoftware.com
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>
>>>>
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>>
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