But we're talking about an environment where the delay between pressing a key and getting the kill feedback is 100+ms already. Noticing 7ms of extra delay with shots registering isn't out of the realm of human perception. It's interesting that the spray pattern is different but it's almost certainly not noticeable and it definitely isn't proof that 128tick is better.Įven if you could tell the difference based on the spray pattern, that isn't an argument for using 128tick, just that the engine doesn't properly account for tickrate with certain things. ![]() Funny enough, the first link I did find was talking about spraying being harder on 128tick. Yes and this is such a huge and obvious difference that I couldn't find any post showing this before the one you linked, despite being trivial to prove. Hell, recoil is quite literally different and this has been proven. The idea that your brain can't be fooled into thinking a game feels slightly better is just silly. The placebo effect is an incredibly powerful thing, to the point where it can cause actual physiological reactions, which is why when medication is tested, the control group is given placebo instead of nothing. If I then check the tickrate, finding out it's 128tick makes it feel better, while 64tick makes it feel worse. If I join a server randomly without knowing or checking the tickrate, it feels average. If I join a 128tick deathmatch server, it feels better. This is something I've tested in the past, feel free to test it yourself. If you're convinced you're supposed to be feeling something, you will feel it. Every pro and semi-pro Cs player will tell you they can feel a difference. How to say you're a noob without saying you're a noob. The number of samples doesn't matter as long as it's interpolated perfectly, which it is. Especially in a game with such quick movement.Īgain, this is irrelevant because everything is interpolated to match your framerate. I don't even think CSGO can speed up or slow down animations dynamically like that.Ħ4 game samples / second should definitely be noticeable when compared to 128 game samples / second. CSGO communicates every action with equal priority and every action is interpolated. Players sort of snap into actions in a jarring way, but on 128 tick you'll see the quick movement leading up to said action. Should be extremely easy if it's so obvious and noticeable, right? It's so funny to me how it's the same argument for like 10 years straight where everyone insists the difference is immediately noticeable but also impossible to prove with any kind of evidence that doesn't boil down to feels Record a video and show me what the difference is. Could of course have to do with shitty servers and/or lossy player connections - but for sure you won't see the same fidelity of player movement. ![]() Because if it doesn't show up on a dissected frame by frame video, it sure as hell isn't perceivable with our shitty monkey eyeballsĭunno, i clearly see a difference when I'm used to playing 128 tick and jump into matchmaking. Show me a reproducible video with an actual difference between the tickrates where 128tick is better. It wouldn't show itself as actual rubber banding, but it would definitely feel off to people with thousands of hours in 128 tick CS:GO.Ĭool then I'll tell you the same thing I've told every 128tick evangelist. That means the corrections would be less frequent and therefore potentially require larger corrections.Īssuming all of the players have a stable connection to the server and the server is running properly (this will be the case 99.9% of the time), there will be no corrections. Neither of these have anything to do with interpolation and aren't made better or worse by tickrate. The only time movement is sharply corrected is when a player is experiencing packet loss and as such his movement information isn't being sent to the server, or the server is choking and isn't processing data properly. The server doesn't send fake movement data and your client doesn't attempt to generate fake movement All of the player movement that you're seeing on screen is real movement. Interpolation doesn't try to guess where a player is going to be, it delays information received from the server by a set number of packet (2 by default, 1 at minimum) and then interpolates between those packets to make the information appear smooth. You're misunderstanding how interpolation works. 2,116 GeT_RiGhTĪO VIVO: GROUNDED JAJÁ // SELEÇA + Sorteio. Vibin' w/ squad - after FACEIT Clan ⭐ !Ski. Packers Experiences powered by QuintEventsĬOPYRIGHT © GREEN BAY PACKERS, INC.Subreddit Rules Message Moderators Official CS:GO Blog Discord.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |