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NON STEAM CSS SERVER!


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#1 ricksta

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Posted 25 March 2010 - 09:34 AM

Hey people i would just like to announce that we have re-created our non-steam server. We are currently in the process of getting it populated. Plenty of mods including bullettime, bbank, mugmod, bounty etc. Fantastic Reg! If you fancy a game, pop on down to us at Liberty Clan and say hi!

Liberty Clan Server #1 (NON-STEAM)
100 Tick.. UK
server = 94.76.238.220:27018


Thanks,

Liberty Clan

#2 CC

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Posted 25 March 2010 - 11:16 AM

Cannot understand all this showing up with 100 tickrate, even i see sometimes servers with tickrate 300 and more :o . Human's eye frequency is 50 Hz (and this is the peak), that means human's eye cannot accept all advantages from more frequency...that is why noone will differ display with 50 Hz from 100Hz. Games on server with tickrate more then 66 - it is just overloading your inet channel, CPU and videocard. I havent noted any difference between 66 tickrate game and 100 tickrate game, only more chockes and loss, due to increasing incoming data, even bigger lags :(. But difference between tickrate 33 and 66 is notable surely.

#3 ricksta

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Posted 25 March 2010 - 01:00 PM

there is a big difference between 60 and 100 tick. All experianced css players would agree with that.

Valve explains Tickrate as: "During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client."

If it was not differencial than there would be no demand for a 100 tick, also ED and other war servers would not use them...

#4 CC

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Posted 25 March 2010 - 01:30 PM

All experianced css players would agree with that.


I am sure if they will play on 66 and 100 tickrate servers and will not know about thier tickrates, they will never differ and will never guess which one was 66 and which one is 100 tickrate.

Valve explains Tickrate as: "During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client."



Yes, read about this too, but if to think right, then it doesnt matter how many times per second 66 or 6000 times you get updates and server counts and checks errors, you see your game only on display, your eyes cannot see more then 50 snapshots of the "current" world. And your brains give command to your arms after eyes see the display and gives command to your brains...

If it was not differencial than there would be no demand for a 100 tick, also ED and other war servers would not use them...


This is the marketing policy of "computor world", they create more powerful hardwear and they need to sell them to you. They create new myphs about tickrates and etc to motivate you to buy it.

#5 Ghost

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Posted 26 March 2010 - 08:10 AM

If it was not differencial than there would be no demand for a 100 tick, also ED and other war servers would not use them...


Do they use ratetables http://css.setti.inf...ent/ratetables/ ?




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