tickrates

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hardcore
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Post by hardcore »

Any news on the tickrates?
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Edge100x
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Post by Edge100x »

Are you asking whether the new -tickrate option in CS:S provides any noticable difference?

So far in our testing the answer to that question is "no." It does not appear to do much at all. We are still testing further on this.
solraK
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Post by solraK »

- tickrate 100 partially removes the previously hard-coded cap of 33.9 updates per second. Now with a tickrate 100 server, you can get 101 cmdrate, and 50 updaterate. Im not sure why the updaterate still wont go past 50, but believe me, once you play on a server with tickrate 100, you'll agree the game plays 100 times better. I have already tested out some -tickrate 100 servers, and without a doubt, the game feels faster and registers better.

Also keep in mind, most of you have a background in 1.6, and your probably thinking "why not tickrate 500 or 1000?". Well reading an email from Alfred Reynolds at Valve, you should set tickrate between 33 and 128, otherwise he says it begins to cause problems. 100 or 128 seems to work perfectly.

Another thing to realize also, the effects of the "jump/strafe" bug, its reduced 10 fold on a tickrate 100 server. This alone makes the game SO much better.

I encourage everyone who has tried Source and doesnt like it due to the "laggyness" to try it on a server with tickrate 100, its just amazing how much better the game feels.
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Edge100x
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Post by Edge100x »

There have also been reported problems with some weapons with the higher tickrate. This is similar to problems caused by adjusting the tickrate in UT2k4 (in that game, most admins do not adjust it for this reason).
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Nick|NFo
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Post by Nick|NFo »

lol from the drax post on gotfrag ;)
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Post by solraK »

Nick, you caught me.
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Edge100x
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