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