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Old 02-25-2008, 07:08 AM   #16 (permalink)
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Re: 66 Tick?

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Originally Posted by Apophis View Post
You guys seem to have a firm grip on reality here. This whole 100 tick thing is kind of like putting custom windshield wipers on your car and actually believing it makes your car go faster.

TG is more about the quality of gameplay than anything else, and neither 66 nor 100 tic will make the gameplay better. It will just make the server more responsive at a level beyond real-world human utilization.
Uh beyond real-world human utilization? I guess bullets go through peoples head in real life too... I don't know what it is but I can watch two people shot directly at one another and not to any damage for 3 seconds. "During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate INCREASES THE SIMULATION PRECISION.
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Old 02-25-2008, 10:21 AM   #17 (permalink)
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Re: 66 Tick?

The mod has nothing do with it. There may have been anomalies with it but the main reason was that a lot of custom maps we play don't run well on 100 tick. 100 tick rate is for very standard maps and CAL style gameplay. As Apophis said we are about quality of gameplay.

If you read through the bug report thread you'll see some history. There were a few issues related anti cheat tools we were using as well. The end result comes down to better gameplay all around at 66 tick. You also really have no idea if the tick rate is causing your problem with hitting someone or a sudden loss in your packet connection or a server hiccup.
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Old 02-25-2008, 10:28 AM   #18 (permalink)
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Re: 66 Tick?

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A higher tickrate INCREASES THE SIMULATION PRECISION.
I think what Apophis is trying to say is that there's really no difference between 100 tick and 66 tick in a realistic application. It's like running a game at 180 FPS when the human eye can only process around a 40-70 FPS range.

66 tick means the server is (accurately, I hope) processing the entirety of a firefight every 1/66th of a second. My math may be off, but I think that averages out to around every 15ms. At 100 tick, that would be every 10ms. Even with 66 tick, you would be sending data about as fast (a little slower depending on your ping) as the server would process it. I had a direct line to the Source server when I was still playing and I would still only average 15-20ms.

Is that extra 5ms making that big of a difference? Have you tried looking to your rates? Granted, the chance for instant death in TF2 is much less than in CS, but I've noticed no real issues with the tickrate that weren't indicative of another issue. Mainly SRCDS performance itself or an issue with the user's rates.

When the server is running well and your tickrate is stable at 66, we've seen no real issue with hit reg (unless Magna is online and trying to backstab. But, no one listens to him anyways).

I'll just ask: has the PCS playerbase noticed a performance hit since dropping to 66 tick? And can you show evidence or is it a general feeling? I'm not knocking "general feelings" because this (and Magna's hilarious "dial-up" rates issue) lead to the solution of another issue we were having with the TF2 server we weren't even aware of.
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Old 02-25-2008, 03:21 PM   #19 (permalink)
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Re: 66 Tick?

Vulcan coming through with a logical straight forward answer thank you.
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Old 02-26-2008, 04:13 PM   #20 (permalink)
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Re: 66 Tick?

Awe man so to keep up with someone that can play realisticly at a 100 tickrate I will have to get some roids from maybe one of those record breaking athletes we have now days? Or is it impossible for any human to see over say 66-70 fps? LOL ten years from now the TG membership will have a drug screening also
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Old 02-26-2008, 07:21 PM   #21 (permalink)
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Re: 66 Tick?

rofl spar, some of these crack shot people MUST be on drugs tho, im talkin... 1ms after LOS occurs, they turn 90* and shoot me in the head!!! the same amount of time it takes me to move my crosshair to from their shoulder or arm to their head or neck, they move a quarter circle and bam... headshot
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