30 Tic Servers Compared To 100tic?

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  • A_PajanderA_Pajander Join Date: 2002-12-31 Member: 11695Members, Reinforced - Shadow
    <!--quoteo(post=2031086:date=Nov 21 2012, 03:23 PM:name=lwf)--><div class='quotetop'>QUOTE (lwf @ Nov 21 2012, 03:23 PM) <a href="index.php?act=findpost&pid=2031086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't quote me on this because I'm not entirely sure but I believe Max has said the only thing (that we would notice anyway) bound to server tick rate is server controlled entities, like the AI for whips, drifters and MACs.<!--QuoteEnd--></div><!--QuoteEEnd-->

    He said exactly that in the Q/A he did a few months ago. But eh, dudes learn how to change a few console variables in CS, so obviously that makes all of them experts in game engines and netcode.
  • maessemaesse Join Date: 2010-04-08 Member: 71213Members
    edited November 2012
    30 tics/sec should be enough from a sampling perspective. Going higher is not going to make any big differences as far as hit-reg goes, but it will lower the latency slightly, reducing the "getting shot behind walls"-effect.

    When performance improves, they should remove the clientside cmd limit and then let the servers downsample the input to the tickrate of the server (selected by server owner). (I guess it might already be matching the serverrate automatically...)
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    <!--quoteo(post=2031103:date=Nov 21 2012, 05:53 AM:name=snaga)--><div class='quotetop'>QUOTE (snaga @ Nov 21 2012, 05:53 AM) <a href="index.php?act=findpost&pid=2031103"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He said exactly that in the Q/A he did a few months ago. But eh, dudes learn how to change a few console variables in CS, so obviously that makes all of them experts in game engines and netcode.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol been playing since CS 1.3. I know most every viable cvar of that game better than you know your own mother. Just sayin.
  • turtsmcgurtturtsmcgurt Join Date: 2012-11-01 Member: 165456Members, Reinforced - Supporter
    <!--quoteo(post=2031097:date=Nov 21 2012, 05:41 AM:name=Wilson)--><div class='quotetop'>QUOTE (Wilson @ Nov 21 2012, 05:41 AM) <a href="index.php?act=findpost&pid=2031097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They developed the engine with lua specifically to support modding. I don't know if they imagined performance would be such a big challenge though. Yet, I'm sure they knew there would be some downsides to using it over C++ but since they came from the modding scene they wanted to create a game that encouraged that. I guess it's debatable whether or not it was worth it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The engine is c++, the game refers to the engine with LUA from what I understand.
  • A_PajanderA_Pajander Join Date: 2002-12-31 Member: 11695Members, Reinforced - Shadow
    <!--quoteo(post=2031196:date=Nov 21 2012, 05:41 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 21 2012, 05:41 PM) <a href="index.php?act=findpost&pid=2031196"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lol been playing since CS 1.3. I know most every viable cvar of that game better than you know your own mother. Just sayin.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Cool. This is NS2 though.
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    <!--quoteo(post=2031225:date=Nov 21 2012, 08:07 AM:name=snaga)--><div class='quotetop'>QUOTE (snaga @ Nov 21 2012, 08:07 AM) <a href="index.php?act=findpost&pid=2031225"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cool. This is NS2 though.<!--QuoteEnd--></div><!--QuoteEEnd-->

    A game that was inspired by the half-life series.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Doesnt mean that the engine was.. Spark works differently than Source, and knowing cvars is fine and dandy but actually understanding the impacts each has on the netcode is different.. The current cpu usage on servers is already too high for all but the highest peforming cpus or ones that are overclocked, increasing the tickrates would only make that worse.
  • GISPGISP Battle Gorge Denmark Join Date: 2004-03-20 Member: 27460Members, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, NS2 Map Tester, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester, Forum staff
    This tread makes my brain hurt. - Locked.
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