3 ms·
Like I said in the root, talking generally 10-12Hz is really common because you need to handle dropped packets cleanly. I don't know about the CS 1.6 days, I u
by vvanders 9y ago
Like I said in the root, talking generally 10-12Hz is really common because you need to handle dropped packets cleanly.
I don't know about the CS 1.6 days, I used to play a ton of early cs and was an admin on one of the most popular Frontline Force servers. We ran tick rate of 12 if I recall correctly.
- gsich 9y agoIt is mainly because PUBGs network code sucks. You can see the effects here [0] Unless you had dial-up users, a tickrate of 12 is very bad and not fun. I don't know if you had hardware restrictions, but tickrate is independent of updaterate that is sent to the clients. By enforcing a low tickrate you maintain a very old snapshot of the world on your server (83 ms), which makes clients interpolate more. [0] https://www.youtube.com/watch?v=u0dWDFDUF8s https://www.youtube.com/watch?v=u0dWDFDUF8s
- Tobba_ 9y agoCS(:GO) would be completely unplayable at any update rate below 50. Especially with the necessary interpolation, you would end up with delays of over 100-200ms+ at an update rate around 10. Most weapons in the game could even fire more than one shot in that time.