Gln Posted September 6, 2012 Share Posted September 6, 2012 I'm upgrading the server to 128 tic today. Should be complete in the next few hours. Link to comment Share on other sites More sharing options...
Walking-Decoy Posted September 6, 2012 Share Posted September 6, 2012 Sweeeeeeeeeet, I didn't even know they offered 128 tic servers. I gotta get refreshed in my server lingo, for more than just one reason Chaaaaaarrrrrrrgeeee! Link to comment Share on other sites More sharing options...
Metal Posted September 6, 2012 Share Posted September 6, 2012 Yea I thought the highest was 100tick, it was in CSS i'm pretty sure. Is this a new thing? I thought i remember them saying if you tried to go above 100 it would cause problems. Link to comment Share on other sites More sharing options...
Gln Posted September 6, 2012 Author Share Posted September 6, 2012 Not sure, guess we will see They have been testing it for a while now. Link to comment Share on other sites More sharing options...
Walking-Decoy Posted September 6, 2012 Share Posted September 6, 2012 Sweet, that was unexpected. Chaaaaaarrrrrrrgeeee! Link to comment Share on other sites More sharing options...
Gln Posted September 6, 2012 Author Share Posted September 6, 2012 Alright they are upgrading it now, should be up in the next few minutes. Link to comment Share on other sites More sharing options...
Puss in Boots Posted September 6, 2012 Share Posted September 6, 2012 Okay I am ignorant on this one. Explain what tic is for me please? Link to comment Share on other sites More sharing options...
Gln Posted September 6, 2012 Author Share Posted September 6, 2012 From Valve: [quote]The server simulates the game in discrete time steps called ticks. By default, the timestep is 15ms, so 66.666... ticks per second are simulated, but mods can specify their own tickrate. 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.[/quote] Basically increases the smoothness of the game, the server processes faster and it has even better registry. Link to comment Share on other sites More sharing options...
Puss in Boots Posted September 6, 2012 Share Posted September 6, 2012 (insert Jizz in my Pants youtube link here) Link to comment Share on other sites More sharing options...
Gln Posted September 6, 2012 Author Share Posted September 6, 2012 It's up now and wow what a difference, the registry is sick! Link to comment Share on other sites More sharing options...
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