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Old 07-28-2012, 01:15 PM   #1
bob7_again
 
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Tick 100 or 128?

I haven't been online for a month and when I recently opened my game again, I noticed that most csgo servers run now @ 128 tick. So my question is simple:

Is 128 tickrate the new, standard and best tickrate (highest reg and game quality) or we should better stay to 100?


I remember that valve claimed that there will be issues running srcds servers above 100 tick...

What is more, why to waste so much resources for 28 more ticks-calculations / sec ?

What competitive-esports game communities say about that? Have they compare the game feeling between these 2 values? (100 & 128)

Please, logical answers only.





P.S. And what about 66 ticks? Seems that they will be very understimated from now on...

Last edited by bob7_again: 07-28-2012 at 01:18 PM.
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Old 07-28-2012, 01:33 PM   #2
MegaMisFiT
 
 
 
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66 is fine. We run the NoAmmo deathmatch server and never have any issues with 66 tick. Depends how big your server is. If you run a decent size public then why bother wasting the CPU usage with 100 or 128 tick which is stupid really. All the pro's and know-it-alls will tell you 128 is the best because it is the highest number and it makes a difference, maybe on small clan servers but in running public servers, 66 tick is just fine.
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Old 07-28-2012, 03:37 PM   #3
Corrupt^
 
 
 
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I say we stick to 128 for competition, there's alot of people around in competitive CS running 120 Hz LCD's too.

64 does feel better then sources 66 though imo.

Last edited by Corrupt^: 07-28-2012 at 03:51 PM.
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Old 07-28-2012, 04:19 PM   #4
KiloSwiss
 
 
 
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Quote:
Originally Posted by MegaMisFiT View Post
64 is fine. We run the NoAmmo deathmatch server and never have any issues with 66 tick. Depends how big your server is. If you run a decent size public then why bother wasting the CPU usage with 100 or 128 tick which is stupid really. All the pro's and know-it-alls will tell you 128 is the best because it is the highest number and it makes a difference, maybe on small clan servers but in running public servers, 64 tick is just fine.
Either use 64 or 128, but TickRate 66 and 100 are not common in CSGO!
128 is a bit high for Publicservers with a high slot count and Plugins running in the Background, but it's the best You can have for a Matchserver with max 10 Players on it.



Quote:
Originally Posted by Corrupt^ View Post
64 does feel better then sources 66 though imo.
I agree with this.

Quote:
Originally Posted by Corrupt^ View Post
I say we stick to 128 for competition, there's alot of people around in competitive CS running 120 Hz LCD's too.
How is the clients Monitor Hz related to the servers Tickrate?
This makes no sense.


Greez KiloSwiss

Last edited by KiloSwiss: 07-28-2012 at 04:27 PM.
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Old 07-28-2012, 06:19 PM   #5
Corrupt^
 
 
 
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Quote:
Originally Posted by KiloSwiss View Post
How is the clients Monitor Hz related to the servers Tickrate?
This makes no sense.


Greez KiloSwiss
In the end it's all linked together. Tick 64 @120 fps and 120 Hz means 56 redundant frames on the clients side. Having enough updates from the server means a smoother experience.

And its link is even more apparent as your fps drops below the tickrate. Tick 64 with 54 fps on the client's side will only supply 54 ticks to the server, making his cmdrate 54.
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Old 07-29-2012, 11:11 AM   #6
tbrown7552
 
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Quote:
Originally Posted by MegaMisFiT View Post
66 is fine. We run the NoAmmo deathmatch server and never have any issues with 66 tick. Depends how big your server is. If you run a decent size public then why bother wasting the CPU usage with 100 or 128 tick which is stupid really. All the pro's and know-it-alls will tell you 128 is the best because it is the highest number and it makes a difference, maybe on small clan servers but in running public servers, 66 tick is just fine.
Do you have proof of that? I will bet money my high tickrate servers are noticeably smoother then yours. It doesnt waste CPU cycles either.
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Old 07-29-2012, 11:38 AM   #7
forrestparkay
 
 
 
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I changed mine from 100 to 128 tickrate... don't listen to any of these people who tell you 66 or 100 is fine. I noticed a considerable increase in reg fidelity and spray control ability. And they're exponentially better than the valve servers which run on 66 tickrate. I thought it was just randy beta registry that was making servers so random, but it's really that I was mostly playing in the 66tick valve servers.

There is really no reason anybody running a classic competitive server should be using anything lower. If you're running some sort of fun server like a "NoAmmo deathmatch server" where people are really not going to be good enough to tell if they're getting bad registry let alone care if they are, then fine, use 66. But 128 gives vastly better performance, and is really a must if you want a good competitive server.
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Old 07-29-2012, 01:30 PM   #8
KiloSwiss
 
 
 
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I don't like to Quote myself but:
«Either use 64 or 128, but TickRate 66 and 100 are not common in CSGO!»

Quote:
Originally Posted by Corrupt^ View Post
In the end it's all linked together. Tick 64 @120 fps and 120 Hz means 56 redundant frames on the clients side. Having enough updates from the server means a smoother experience.

And its link is even more apparent as your fps drops below the tickrate. Tick 64 with 54 fps on the client's side will only supply 54 ticks to the server, making his cmdrate 54.
I think i get Your logic.
And i agree with the Part that the fps affect the Outgoing packets if fps is lower than cmdrate.
Many people don't know this.


And here is something that could make the Gameplay completely worse:
Clients with fps lower then 128, who join TR128 Servers with cl_cmdrate 128 and/or stupid Admins who force mincmdrate 128.

As soon as the Frames drop below the cmdrate, the Outgoing amount of packets/s will be inconsistent, which made the hitreg completely nuts in CSS and i think this has not changed in CSGO.

This could be a problem, especially on big Public servers.
We all know (or should know) that more Players mean more CPU load, not only for the Server, but also on the clients side.
And in a Game, running on the Source Engine which performs mostly on the CPU, this could get us into the same s*** we were back then on CSS with TR100 Servers who forced cmd/updaterate 100 on their clients.

I hope Serveradmins have learned from their mistakes and are not that stupid again.

But then i see that there are already Serveradmins who are that plain stupid, they force maxrate 30000 on TR128 Servers, like someone told them that bottlenecking Your clients bandwidth and force them into having choke is a good optimization for their Servers...

Greez KiloSwiss
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Old 07-29-2012, 03:57 PM   #9
fabz
 
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just for all those who still think tickrate 66 or 102,4 is fine:
1/64 = ??
1/66 = ??
1/102,4 = ??
1/128 = ??

now how big is the windows kernel frequency? count one and one together and profit from tick 64 for crowded publics and tick 128 for war servers.
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Old 07-29-2012, 04:18 PM   #10
forrestparkay
 
 
 
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Quote:
Originally Posted by KiloSwiss
I don't like to Quote myself but:
«Either use 64 or 128, but TickRate 66 and 100 are not common in CSGO!»
What does the commonality have to do with anything? And while we're at it, clearly 66 is extremely popular, since that's what all the valve servers are set at.
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Old 07-29-2012, 05:36 PM   #11
KiloSwiss
 
 
 
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Because many Admins did not get what the last Update has changed.
They are too busy to force stupid rates or install tons of Plugins on their Beta servers...

Just because something «is extremely popular», doesn't mean it is automatically right!
For example:
Many Serveradmins force sv_maxrate 30000, which leads to chocke on bigger servers, because they are bottlenecking the Bandwidth of the clients connectet to the Server.
Does that look right? NO!
But it is very popular, even if it's totally stupid.
A normal thinking Serveradmin should do everything to provide the best gameplay experience for every player who joins his server.
But many Serveradmins use wrong settings without knowing what they change and how it affects the game, just because all the others use these settings too.

Greez KiloSwiss
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Old 07-29-2012, 06:48 PM   #12
n0sfb
 
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My servers are 1000fps and 128 tick. I use:

sv_minupdaterate 32
sv_maxupdaterate 128
sv_mincmdrate 32
sv_maxcmdrate 128
sv_minrate 25000
sv_maxrate 100000

I also force a max ping of 250.

Any good arguments against how I've set up my servers? I'm always looking to improve them.

Our active one:
http://www.gametracker.com/server_in...119.143:27015/

@forrestparkay: 64 and 128 tic are the new standard. Valve uses 64 tic rather than 66 in CSGO.
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Old 07-29-2012, 07:14 PM   #13
forrestparkay
 
 
 
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Quote:
Originally Posted by KiloSwiss View Post
Because many Admins did not get what the last Update has changed.
They are too busy to force stupid rates or install tons of Plugins on their Beta servers...

Just because something «is extremely popular», doesn't mean it is automatically right!
I get that, but you have said nothing about how it is wrong. You brought up a completely unrelated example (sv_maxrate) and said absolutely nothing about why certain tickrates are "wrong".
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Old 07-29-2012, 08:02 PM   #14
sebagala
 
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Quote:
Originally Posted by n0sfb View Post
@forrestparkay: 64 and 128 tic are the new standard. Valve uses 64 tic rather than 66 in CSGO.
It's not just standard there is more to it, when u want to get the tick interval with tick rate u have to do 1 / tick rate,
so

1 / 66 - 0.0151515151515151515151515...
1 / 64 - 0.015625
1 / 128 - 0.0078125

1 / 66 will be truncated to 0.01515152 which doesn't equal 1 / 66 and can cause few issues while the others don't

Quote:
Originally Posted by n0sfb View Post
Any good arguments against how I've set up my servers? I'm always looking to improve them.
If you allow 32 cmdrate on 128 tickrate and someone gonna use 32 cmdrate he will move 4x times in one frame with x4 bigger interval which can affect the reg, so you could just force all players cmdrate and updaterate to equal tickrate and force the interp ratio to 1 and interp 1 / tickrate

Last edited by sebagala: 07-29-2012 at 08:17 PM.
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Old 07-29-2012, 08:20 PM   #15
Test3000
 
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Quote:
Originally Posted by bob7_again View Post

Please, logical answers only.
default(minimum) windows timer resolution 15.6, Windows xp,vista and 7 - 64.
better 128, because 2 x default.
ideal 1000/15.6*2=128.2

Last edited by Test3000: 07-29-2012 at 08:35 PM.
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