Again, do some research. It has been discussed at length and your questions
answered many times over.
On May 2, 2013 8:05 PM, "Timur 'grammaton' Celikkesen" <gramma...@gmail.com>
wrote:

>   It is really dissapointing that users like Absurd Minds can divert this
> list from its intended use again in such an easy way. Please sort out your
> private problems that you have with Glenn Charpantier somewhere else – not
> here.
>
> You are again not contributing to this specific issue which is
> unfortunately not the first time and even more, you try to bash Glenn in a
> very childish way – this is not constructive or factual. Additional your
> response to the topic shows an obvious lack of technical knowledge and
> willingness to accept the public facts i listed before.
>
> If you are able to show us here one single technical proof for your
> response to the topic, which is transparent and conclusive – fine – but
> just dont write any subjective personal opinion without any substance.
>
> Even your arguement that this is a list for server-admins that want help
> with their problems and dont want to discuss, shows a real lack of
> dispassion.
> This rubberband behaviour IS a problem for the hosters and admins – it
> results in many support-tickets from users that are not following lists
> like this or community sites where this is already a huge topic.
>
> @Joseph Lopez
>
> Both can be related, so if you just unobjectively write to screw tickrate
> – you are also screwing the problem that seems to be most important to you.
>
> As i understand the explaination for this server cvar and its intended way
> to work – there is no bug that valve has to fix – it is a matter of
> Serverperformance, Clientperformance and the connectivity/network quality
> between both.
>
> Through the community Site i am running i have access to hundreds,
> sometimes thousands of users and their direct experience, the Bugs and
> Problems showing up after each update – and by that we also have the
> posibility to test on many different server setups, with  various routings
> and hardware performances.
>
> We testet a lot related to the new server-cvar and as i expected on tick
> 64 almost nobody experiences this rubberband behaviour. Only Clients with a
> real poor network performance or frame-drops towards or under 64 still
> experience it.
>
> Switch the Server to tick 128 and the game starts to have this rubberband
> “lag” clientside (with vanilla settings on 3)
>
> ...and  i think we all can be sure about, that it is more common that
> clients drop around or under 128 frames than 64 frames.
>
> Sry for this textwall but sometimes you just cant put it in just one or
> two sentences to explain your point.
>
>
> Cheers
>
>
>  *From:* Joseph Lopez <lopezj...@gmail.com>
> *Sent:* Friday, May 03, 2013 1:05 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] csgo update
>
>  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
>>>>>>>
>>>>>>
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