Is that all you can answer?

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

> 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.*
>>>>>>>>
>>>>>>>>
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>>>>>>>>
>>>>>>>
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