screw tickrate. im worried about the lag issue / rubberbandlag. hopefully
this is fixed soon


On Thu, May 2, 2013 at 3:59 PM, Drogen Viech <drogenvi...@googlemail.com>wrote:

> 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
>>
>
>
> _______________________________________________
> 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

Reply via email to