|
Barehanded Brother posted:Hate to interrupt Mousechat 2014: The Sensitivening, but some interesting news: This is exactly the same as esea/altpug/leetway PUGs except that it requires the use of IRC and instead of getting an RWS based rating you get an ELO one. It's not actually "matchmaking".
|
# ? Apr 23, 2014 20:31 |
|
|
# ? May 26, 2024 11:57 |
|
NihilCredo posted:What I want to know is whether switching to this newfangled unofficial 128-tick matchmaking will help with those "you should be dead!" issues, or if I don't need to bother since it's strictly a ping issue. At every real-time game's heart lies the fact that gameplay is really a series of very very fast turns. 128 tick just means there's 128 "turns" in a second. It's conceivable that either latency OR tickrate could cause "you should be dead" (or "I shouldn't be dead, I was around that corner!).
|
# ? Apr 23, 2014 20:36 |
|
GTR is just disgustingly good.
|
# ? Apr 23, 2014 20:51 |
|
Lots of vets post in this thread so can ask if yall really believe its just the tick rate? The type of stuff I see feels more the rate being unstable than just low.
|
# ? Apr 23, 2014 20:55 |
|
The matchmaking servers are in general total poo poo and you shouldn't play on them. Go check out altpug or leetway if you don't want to pay or aren't good enough for ESEA.
|
# ? Apr 23, 2014 20:57 |
|
EA Sports posted:Lots of vets post in this thread so can ask if yall really believe its just the tick rate? The type of stuff I see feels more the rate being unstable than just low.
|
# ? Apr 23, 2014 21:18 |
|
Ricky Bad Posts posted:Played a game of Counter-Strike: Global Offensive today on Match Making where we came back as ct on mirage from 8-14 for the 16-14 win. We were 12-3 up on Mirage T side. Then on CT we got rolled 0-10 and ended up tying.
|
# ? Apr 23, 2014 21:21 |
|
Coleman posted:It's the tick rate. There are noticeable times where you should have hit someone and it didn't register the hit. Go back and watch your own replays with sv_showimpacts set to 1, and see how many bullets register with the server, but how many hits it credited you with. Then do this with a local demo you recorded during a buttmen game. Realize this has almost nothing to do with tickrate and the difference is barely perceptible. Continue to play matchmaking and have good times for the next 40-50 years. Die old, wise, and surrounded by loved ones.
|
# ? Apr 23, 2014 21:24 |
|
/shoots chicken with blood splatter 3x /sigh and disconnect
|
# ? Apr 23, 2014 21:26 |
|
64 tick = 1 update every 15.625ms Your ping has a bigger influence in missed shots with the lag compensation.
|
# ? Apr 23, 2014 21:29 |
|
Phone posted:64 tick = 1 update every 15.625ms So would this be more or less noticeable for me regularly pinging somewhere between 5-10ms on Valve servers? Or would it have no real effect? I mean my reaction time is something on the order of Old Man Slow 300ms anyways so I'm sure it doesn't really matter all that much, but I'm curious about things like the netcode behind all of this.
|
# ? Apr 23, 2014 22:13 |
Phone posted:64 tick = 1 update every 15.625ms Ding ding ding, tick rate is almost never an issue. There are so many invisible points of failure that can happen during an online gaming session that most people just throw their hands up and cry tickrate when the reality is much more complicated. That's not to say that you don't see better performance on a 128 tick server, but people blaming their deaths on tick rate are Dunning-Krugering all over the place.
|
|
# ? Apr 23, 2014 22:15 |
|
I was under the assumption that if I died in CS it was everyone else's fault, mostly Valve.
|
# ? Apr 23, 2014 22:18 |
|
Barehanded Brother posted:So would this be more or less noticeable for me regularly pinging somewhere between 5-10ms on Valve servers? Or would it have no real effect? If you have a ping of 5 to 10ms, it would definitely be a more prominent factor; however, there is definitely some fuzzy math happening on the back end to make things work. I'm not saying that it's impossible, just improbable when there's a laundry list of factors that have more of an effect. Outside of people making excuses for themselves, I would say that there is a good technical reason to want a 128 tick server and it's somewhat of a second order reason. Instead of focusing on more = better always, I'd rather think of it as a 128 tick server requires significantly more CPU power to run smoothly so it's less likely to have a lovely experience due to a server making GBS threads the bed.
|
# ? Apr 23, 2014 22:23 |
|
The certainly noticed a difference when playing in a 128 server (after changing my settings) but I couldn't really place what the difference was. I wasn't doing as well as I normally do and it felt like I had to relearn stuff. So I guess until it becomes the standard (ie never), all it might do is throw you off for awhile until you get used to it.
|
# ? Apr 23, 2014 22:33 |
|
The internet ate my bullets BAD INTERNET *hits internet with a rolled up newspaper*
|
# ? Apr 23, 2014 22:45 |
|
People happy with 64 tick are scum imo, especially in a game like CS where that little bit of timing is really really really important.
|
# ? Apr 23, 2014 22:51 |
|
mcvey posted:People happy with 64 tick are scum imo, especially in a game like CS where that little bit of timing is really really really important. Aren't pro games played on 64 tick?
|
# ? Apr 23, 2014 22:56 |
|
Zwiftef posted:Aren't pro games played on 64 tick? Depends on where they are playing/what event it is I think.
|
# ? Apr 23, 2014 22:57 |
|
Apogee15 posted:Depends on where they are playing/what event it is I think. What? No. No they're not.
|
# ? Apr 23, 2014 22:58 |
|
I don't feel that way because of bad hitreg. During pistol rounds i occasionally hs a dude when my cursor is nowhere near them. like I'd hs a teammate while spamming then start to move it towards another player and hs them before I even get close. I never remember that happening in old cs.
|
# ? Apr 23, 2014 22:59 |
|
mcvey posted:What? No. There has definitely been 'pro' games played on 64 tick servers. ESL allows the use of 64 tick servers in it's matches.
|
# ? Apr 23, 2014 23:06 |
|
I've been yelled at for not prefiring, although I don't know if that's related to tickrate or player stupidity
|
# ? Apr 23, 2014 23:09 |
|
EA Sports posted:I don't feel that way because of bad hitreg. During pistol rounds i occasionally hs a dude when my cursor is nowhere near them. like I'd hs a teammate while spamming then start to move it towards another player and hs them before I even get close. I never remember that happening in old cs.
|
# ? Apr 23, 2014 23:11 |
|
Apogee15 posted:There has definitely been 'pro' games played on 64 tick servers. ESL allows the use of 64 tick servers in it's matches. That's news to me and I can't find any info about it on google.
|
# ? Apr 23, 2014 23:11 |
|
mcvey posted:That's news to me and I can't find any info about it on google. http://www.esl.eu/eu/csgo/5on5/ladder/rules/ esl posted:4.1.1.3. Tickrate Probably the vast majority of matches are played on 128 tick though.
|
# ? Apr 23, 2014 23:13 |
|
Vast majority is probably 99.9% if not 100%. You'd think Valve could spring for some decent servers with the truckloads of money they're bringing in. Hell you could halve the # of current servers(including all the empty demolition, casual, DM etc etc) ones to make up for the upgrades and be fine.
|
# ? Apr 23, 2014 23:17 |
|
I'm confused as to how hitreg works in this game. Should I lead people or not? Other than that I think people just remember that time you dink someone with the AK for 0 damage better than all the times you kinda miss but kill them anyway.
|
# ? Apr 23, 2014 23:22 |
|
Just point your crosshair at the enemy, say a prayer and click. Hopefully the CS gods will be nice and reward you, probably not though.
|
# ? Apr 23, 2014 23:24 |
|
cat with hands posted:I'm confused as to how hitreg works in this game. Should I lead people or not? Guns in CS are all hitscan so you don't have to lead people at all. The tracers are just there for a visual reference point, there are no actual projectiles when shooting.
|
# ? Apr 23, 2014 23:37 |
mcvey posted:You'd think Valve could spring for some decent servers with the truckloads of money they're bringing in. Yeah and then you'd just have nerds crying about how they aren't 256 tick. I'd rather see them invest into other areas of CS.
|
|
# ? Apr 23, 2014 23:41 |
|
256 tick servers wouldn't actually be possible for most people running dedicated servers since the default HZ value in the linux kernel is 250, so you can't have a timer with a fine enough resolution to update 256 times per second.
|
# ? Apr 23, 2014 23:50 |
|
Coleman posted:It's the tick rate. There are noticeable times where you should have hit someone and it didn't register the hit. Go back and watch your own replays with sv_showimpacts set to 1, and see how many bullets register with the server, but how many hits it credited you with. Replays and demos are not 100% accurate to what you really saw in game. It even works the other way, you can get real hits and kills in game that sv_showimpacts will not show.
|
# ? Apr 23, 2014 23:53 |
astr0man posted:256 tick servers wouldn't actually be possible for most people running dedicated servers since the default HZ value in the linux kernel is 250, so you can't have a timer with a fine enough resolution to update 256 times per second. Are there any server companies marketing 256 tick servers as ultra performance CS servers? Because if not, I've got a business idea for you
|
|
# ? Apr 23, 2014 23:54 |
|
cat with hands posted:I'm confused as to how hitreg works in this game. Should I lead people or not? In addition to the hitscan mentioned earlier the hit detection is handled by your local client which means that you should never lead regardless of your ping.
|
# ? Apr 23, 2014 23:56 |
|
down with slavery posted:Yeah and then you'd just have nerds crying about how they aren't 256 tick. I'd rather see them invest into other areas of CS. Or they could just use the standard 128 tick. You should come play some CS, pengy. mcvey fucked around with this message at 00:25 on Apr 24, 2014 |
# ? Apr 24, 2014 00:23 |
|
Valve should force all servers to be 64 tick, just so I can hear people cry about it.
|
# ? Apr 24, 2014 00:31 |
mcvey posted:Or they could just use the standard 128 tick. 332 matchmaking wins and going strong
|
|
# ? Apr 24, 2014 00:46 |
|
Robot Randy posted:I've been yelled at for not prefiring, although I don't know if that's related to tickrate or player stupidity If you're prefiring, you should be shooting before you see the opponent, so your shot will register regardless. It's you being bad.
|
# ? Apr 24, 2014 00:57 |
|
|
# ? May 26, 2024 11:57 |
|
Thank to whoever posted CSGO Lounge. I've quadrupled my skins since I started. This poo poo is easy.
|
# ? Apr 24, 2014 01:02 |