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About higher than 66 tickrate experiment
1
#1
0 Frags +

hi, i was wondering why did serveme and most of the servers stop using higher tickrates?
i couldn't really test it since i only have dedicated server on my laptop (you know, you can't really tell the difference when you play with 5 ping), so i wanted to know your opinion about higher tickrates!

also a small note: wrangled sentry does not shoot twice faster on tickrates lower than 133, which is (supposedly) confirmed by last years code leaks.

hi, i was wondering why did serveme and most of the servers stop using higher tickrates?
i couldn't really test it since i only have dedicated server on my laptop (you know, you can't really tell the difference when you play with 5 ping), so i wanted to know your opinion about higher tickrates!

also a small note: wrangled sentry does not shoot twice faster on tickrates lower than 133, which is (supposedly) confirmed by last years code leaks.
2
#2
-6 Frags +

i dont see the need for faster than 128 tick, and i know higher tickrates effect how projectiles/throwables interact with the physics engine of tf2/csgo

i dont see the need for faster than 128 tick, and i know higher tickrates effect how projectiles/throwables interact with the physics engine of tf2/csgo
3
#3
-1 Frags +

from what i remember theres some fuckery with how shutters work on 133 tickrate, also it's more demanding for the server to run faster

from what i remember theres some fuckery with how shutters work on 133 tickrate, also it's more demanding for the server to run faster
4
#4
serveme.tf
26 Frags +

Bugs, people didn't care and server load (especially highlander).

Bugs, people didn't care and server load (especially highlander).
5
#5
-1 Frags +
ArieBugs, people didn't care and server load (especially highlander).

afair you didn't test 100 tick? is it going to be as hard for server to handle?
also as i said, bugs didn't appear on tickrate lower than 133, for example, i've tested some stuff on 100 tick, there were not so many bugs, except for increased strafing speed and bouncy pipes.
the only reason i created this thread is because no one really tested something below 133 tickrate, so i wonder why?

[quote=Arie]Bugs, people didn't care and server load (especially highlander).[/quote]
afair you didn't test 100 tick? is it going to be as hard for server to handle?
also as i said, bugs didn't appear on tickrate lower than 133, for example, i've tested some stuff on 100 tick, there were not so many bugs, except for increased strafing speed and bouncy pipes.
the only reason i created this thread is because no one really tested something below 133 tickrate, so i wonder why?
6
#6
serveme.tf
15 Frags +

100 tick wasn't tested at the time, no, at least on serveme.tf. It should be easier to run, still I'd plan for 50% higher CPU usage, which might be an issue on some machines and VPS-es. Server CPUs are typically many cores at lower clocks, and with HLDS/TF2-server being very single threaded that's an issue for (at least) HL matches at these higher tickrates.

Most people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.

If you're looking to revive that experiment, I'd just aim for 133 tick instead. Let me know if you'd like a server set up for that in one of the serveme.tf / na.serveme.tf locations, that way you could try and organize some scrims to test it.

100 tick wasn't tested at the time, no, at least on serveme.tf. It should be easier to run, still I'd plan for 50% higher CPU usage, which might be an issue on some machines and VPS-es. Server CPUs are typically many cores at lower clocks, and with HLDS/TF2-server being very single threaded that's an issue for (at least) HL matches at these higher tickrates.

Most people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.

If you're looking to revive that experiment, I'd just aim for 133 tick instead. Let me know if you'd like a server set up for that in one of the serveme.tf / na.serveme.tf locations, that way you could try and organize some scrims to test it.
7
#7
0 Frags +
ArieMost people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.

tbh the only gamebreaking bug i have noticed on 133 is wrangled sentry shooting two times faster, but again i didn't encounter this bug in 100 tickrate.
but yeah, that would answer my questions, thank you.

[quote=Arie]Most people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.
[/quote]
tbh the only gamebreaking bug i have noticed on 133 is wrangled sentry shooting two times faster, but again i didn't encounter this bug in 100 tickrate.
but yeah, that would answer my questions, thank you.
8
#8
3 Frags +
rmArieMost people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.tbh the only gamebreaking bug i have noticed on 133 is wrangled sentry shooting two times faster, but again i didn't encounter this bug in 100 tickrate.
but yeah, that would answer my questions, thank you.

pipes were much more bouncy than normal

[quote=rm][quote=Arie]Most people didn't feel 133 tick was a huge improvement, so I expect 100 tick to be at least equally underwhelming. Also, the bugs you describe are the same as for the 133 tick experiment, so the other ones are probably also still there, which I expect to be a deal breaker for the competitive community and leagues.
[/quote]
tbh the only gamebreaking bug i have noticed on 133 is wrangled sentry shooting two times faster, but again i didn't encounter this bug in 100 tickrate.
but yeah, that would answer my questions, thank you.[/quote]
pipes were much more bouncy than normal
9
#9
-4 Frags +
plunkpipes were much more bouncy than normal

who doesn't want to re-enact Meet the Demoman?

[quote=plunk]pipes were much more bouncy than normal[/quote]
who doesn't want to re-enact Meet the Demoman?
10
#10
5 Frags +

Its a meme format but high tickrate was brilliant for ready steady pan, it made TF2 melee actually work really well

Its a meme format but high tickrate was brilliant for ready steady pan, it made TF2 melee actually work really well
11
#11
Spaceship Servers
-2 Frags +

spaceship servers runs one 200 tick mge oihguv server and one 500 tick dm server just for funsies, and while they do feel better to play on, there's not really a point for them. they're resource intensive and buggy. if mastercomms ever got stuff merged upstream to improve srcds performance and fix obnoxious bugs involving high tickrate - like players sticking to walls and bouncy pipes etc - i could definitely see higher tickrate servers becoming the norm, because there IS noticable hitreg improvement, especially on hitscan / melee... but i'm not really holding my breath.

[url=https://sappho.io/spaceship/]spaceship servers[/url] runs one 200 tick mge oihguv server and one 500 tick dm server just for funsies, and while they do feel better to play on, there's not really a point for them. they're resource intensive and buggy. if mastercomms ever got stuff merged upstream to improve srcds performance and fix obnoxious bugs involving high tickrate - like players sticking to walls and bouncy pipes etc - i could definitely see higher tickrate servers becoming the norm, because there IS noticable hitreg improvement, especially on hitscan / melee... but i'm not really holding my breath.
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