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bigfry
Gender:  Joined: Nov 23, 2013 Posts: 107
  

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Posted: Mon Jan 20, 2014 6:35 pm Post subject: Server Tickrate |
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When the server is full the tickrate goes all over the shop sometimes....Variance was up to 3.5 for a good 2 mins on Office just now.....this makes it unplayable imo....is there anything that can be done about this? |
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Gerry
Joined: Dec 24, 2013 Posts: 56 Location: Belfast
  

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Posted: Mon Jan 20, 2014 6:48 pm Post subject: Re: Server Tickrate |
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Save money and reduce server size  |
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bigfry
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Posted: Mon Jan 20, 2014 7:45 pm Post subject: Re: Server Tickrate |
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ites even worse now....variance up to 8 :S |
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ToGDMB
Gender:  Joined: Jan 15, 2013 Posts: 943 Location: East Sussex
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Posted: Mon Jan 20, 2014 8:03 pm Post subject: Re: Server Tickrate |
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bigfry wrote (View Post):
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When the server is full the tickrate goes all over the shop sometimes....Variance was up to 3.5 for a good 2 mins on Office just now.....this makes it unplayable imo....is there anything that can be done about this?
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What do you mean, "unplayable" do you have problems? What sort of problems?
I don't think a 64 tickrate server would have enough grunt for us now. We seem to have outgrown our romper suit. Perhaps we need another server or a bigger server. I don't want to go as far as a rush server...because of everyone's efforts and forum contributions we seem to be victims of our own popularity. Awesome.
What's your views on the best way forward?
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Last edited by ToGDMB on Tue Jan 21, 2014 12:22 am; edited 1 time in total |
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bigfry
Gender:  Joined: Nov 23, 2013 Posts: 107
  

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Posted: Mon Jan 20, 2014 9:03 pm Post subject: Re: Server Tickrate |
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Problems like pressing weapon switch and nothing happens....its missing button presses....some people seem to be coping ok but I dont know how! What about a 102 tik....is that an option? I've heard before that it works better with the engine than 128...or as Gerry says trim the number of slots....but it seems to me if you/we are paying for a 128 tik server...thats not what we are getting....other community servers seem to run fine on 128 with full teams...maybe this is just a temp problem...but I've noticed it here occasionally before....but nothing to the extant of tonight. |
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ToGDMB
Gender:  Joined: Jan 15, 2013 Posts: 943 Location: East Sussex
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Posted: Tue Jan 21, 2014 12:21 am Post subject: Re: Server Tickrate |
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I'm not much help on this issue because my pc plays up with CSGO. Several times per session I have to restart the game because my fps drops to about 10. Tonight it seems to be better after I validated the local files.
All I can suggest at this time is stick with it and if the problem persists we'll try to do something about it. Reminds me of the famous line from the "Jaws" movie. "We'll gonna need a bigger boat"
If any other forum reader has a problem with the Casual server, please give us your views. We've had a pretty torrid time with comms failures, server "stopped" status and other issues. Hopefully, this will improve.
DMB |
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Gerry
Joined: Dec 24, 2013 Posts: 56 Location: Belfast
  

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Posted: Tue Jan 21, 2014 12:42 am Post subject: Re: Server Tickrate |
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Sounds like server provider issues if anything.
Perhaps a better hosting server would help things? |
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Smoggy Site Admin

Gender:  Joined: Jan 15, 2013 Age: 45 Posts: 583
  

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Posted: Tue Jan 21, 2014 1:50 am Post subject: Re: Server Tickrate |
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To be fair, we have over the last 10yrs of running servers, found that our current provider has been top drawer. |
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bigfry
Gender:  Joined: Nov 23, 2013 Posts: 107
  

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Posted: Tue Jan 28, 2014 8:49 pm Post subject: Re: Server Tickrate |
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Tickrate has been v bad again lately. |
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ToGDMB
Gender:  Joined: Jan 15, 2013 Posts: 943 Location: East Sussex
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Posted: Wed Jan 29, 2014 2:21 pm Post subject: Re: Server Tickrate |
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It's a known problem with Valve 128 tick rate servers with 32 players. There is no Valve support for 128 tick rate servers. That's why Valve official servers are 64 tick 5v5 match making servers.
If you want more details, have a look at these two threads.
Xeon Based Servers
Steam Update 23/1/2014
Also note that a Port-A-Potty has been removed from back of B on Cobblestone.....there's nowhere left to hide.....
The workaround for us is to restrict the number of server places to 28, which I will do soon....but first I need to activate reserved slots for paying members who occasionally donate.. It has come to a point where paying members cannot join due to a full server and clearly this situation cannot persist. Perhaps we need a third server....
DMB |
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bigfry
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Posted: Wed Jan 29, 2014 2:53 pm Post subject: Re: Server Tickrate |
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TBF...the game is desgined for 5v5 so its no surprise it starts behaving odly at 16v16.
All fair and salient points.
The DM server is still hardly populated....perhaps a custom DM mod would improve this? |
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Smoggy Site Admin

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Posted: Wed Jan 29, 2014 3:42 pm Post subject: Re: Server Tickrate |
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Why have valve designed the game for 5v5? All the maps quite easily accomodate 16v16 or more as per css etc.
Why limit these maps to 5v5? Its ridiculous. PLus cant use custom maps!!! They really need to give their heads a shake. |
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bigfry
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Posted: Wed Jan 29, 2014 3:51 pm Post subject: Re: Server Tickrate |
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5v5 games are the best tho....16v16 takes away what makes CS imo...tbf they have completely rejuvinated a dying competetive PC FPS scene with the release of GO....which can only be a good thing. |
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ToGDMB
Gender:  Joined: Jan 15, 2013 Posts: 943 Location: East Sussex
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Posted: Wed Jan 29, 2014 4:30 pm Post subject: Re: Server Tickrate |
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It is odd that several large (rush) type CSGO servers exist with 40 or even 42 places. You can see these in the main CSGO server browser. Perhaps they are 64 tick?
It is also odd that just a few servers are running Workshop maps...like the dMw public Competitive server.
DMB |
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bigfry
Gender:  Joined: Nov 23, 2013 Posts: 107
  

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Posted: Wed Jan 29, 2014 5:28 pm Post subject: Re: Server Tickrate |
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Iv'e played in plenty of massive 128 tik servers that dont seem to have this problem...but i dont know enough to say....all im looking at is net_graph and how it feels to play. |
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