And the second shot he missed the head entirely, shooting above the hat and head completely. Bananite Posted by gameripper I personally have been using 25000, 100, 100 all the time playing every tickrate from 33tick funservers to high end 100tick match servers with no problems with reg. There are controls on the loop so that 2 different pieces of hardware e. For example, if the client update rate is 20, and the server tick rate is 64, the client might as well be playing on a 20 tick server. For most people this isn't perceivable, but experienced gamers who have played on servers of different tick rates, can usually tell the difference between a 10 or 20 tick server and a 64 tick one. This is measured in Hertz.
The second clip were both misses as well, the first shot missed the head due to bad aim and weapon inaccuracy the crosshaor was on the back of the neck, and just bad luck with weapon inaccuracy. Hacks simply access the state of the game on the client and draw pretty boxes, etc around things that would normally be occluded by a wall or the like. If this happens to you and the kill cam shows such a delay in what you did to what other player see's, then leave that server as it wont change as it has high lag comp mostly due to high ping players. Between the server and the various clients are different kinds of latency ping being most obvious , so the server has it's job cut out with getting all kinds of trailing updates from various clients. I am currently experiencing lots of lag and a pretty bad tick rate on my Minecraft server.
Another good definition of tickrate: The various times your client or server will try to refresh various objects, players, and events. How many times can you click the mouse in any one second, anyway? Tick-rate has a lot to do with this since the server is the ultimate arbiter referee between clients who report different states. Most monitors are 60Hz or 120Hz. Complex loops try to decouple the tickrate and frame rate, so that longer processing time doesn't cause jumps in the graphics. For example, people will say that demos are recorded in 16 tick, that servers run in 64 tick, but really good servers will run in 128 ticks. Often i'll shoot a guy standing still 3-4 times in the head before it will register the headshot. But you get more accurate shots, due to the maximized snapshots.
Interpolation Interpolation is a technology which smooths movements of objects in the game e. And now all I'm reading is, it was running fine at 128 all summer blah blah blah. As logn as you have a decent computer the 100tick settings will do everything below 100tick. I dont think a 128 server tick rate would have much impact. If you are concerned about the performance of the game, there are a few things you should rule out first, that can make a significant difference: Your internet connection. On a side note, the server's tickrate and client's tickrate may not be the same. Most people reg better now.
These packets contain updates to the game state, including things like player and object locations. To learn more, see our. No router can change those stats. So you see only 64 refreshes a second. Tick-rate has a lot to do with this since the server is the ultimate arbiter referee between clients who report different states.
Now for the actual comparison. Any help would be greatly appreciated! For example, Valve 64 tick servers update 64 times per second. Is there anything substantial that I am missing? It is right, that you dont have the advantage of the accurate position if you have less than 128 fps. Your screenshots do not mean anything. This is from a i from another gaming community. Why would having higher powers of 2 any better? I know I have seen people with servers similar to mine have 30+ people with a 14 or so tick. If you can only get 30 fps in game you will only be able to send and receive a 30 tick rate.
Analogically similar to Sli or Crossfire for 3D cards. He doesn't need to know about tick so can we remove it from the equation? Side note: this is bf4 but the explanation goes over the generality of netcode. So they have to appeal to the majority. A community for sharing anything related to the Counter-Strike series of games. For example, 64 tick would be 15. Great, this is something I didnt change. Any game runs under a model where every client and the server all keep track of all things at all times.
Valve changed this some time back after making changes to the game code. I've even had conversations with other players where they would bet their life that is how things actually work. It doesn't always have to be a power of 2. Hitboxes may be larger or smaller, or inaccurate in some ways, depending on the programming of the game. The game is soooo sloooow.
Story of my life, it's a load of crap because it was never at 128. Also, depending on netcode which may be optimised for 60 rather than 100+ you could see other bugs with sync, floating point issues etc. Edited February 4 by Knoght Additional information added. I happen to mostly play on 2 community servers, one running at 64 tick and one at 128. If you have any suggestions or links you feel would be appropriate then please.