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Counter-Strike: Global Offensive

  • e-freak
  • August 12, 2011 at 8:38 AM
  • jackophant
    • September 16, 2015 at 3:04 PM
    • #1,881
    Quote from marks

    I .... I didn't want any of this, or care about any of it.

    but reddit stamped their feet... vox populi!

  • Pampers
    • September 16, 2015 at 3:23 PM
    • #1,882

    This means I can't blame my poor aim on hitboxes anymore :(

  • El_Exodus
    • September 16, 2015 at 3:31 PM
    • #1,883
    Quote from Pampers

    This means I can't blame my poor aim on hitboxes anymore :(

    blame it on the ticks!!1111

  • jackophant
    • September 16, 2015 at 3:46 PM
    • #1,884

    Surely this would negate a lot of the "tick" issues? 128tick was better because with the old shitty hitboxes they were updated twice as regularly and provided better feedback. Now with the new super accurate hitboxes maybe 128tick wont be as noticeably better?

  • Beck
    • September 16, 2015 at 7:25 PM
    • #1,885

    Just made about £30 by selling my M4A4 Asiimov which has jumped up in price since the update. I'll just rebuy one back when they go back down to normal levels :P

  • El_Exodus
    • September 16, 2015 at 7:33 PM
    • #1,886

    Time to buy a Hyperbeast or Icarus Fell :D

  • dux
    • September 16, 2015 at 8:00 PM
    • #1,887

    All these updates and still shitty 64 tick. Give me 128 or GTFO.

  • DrywallDreams
    • September 16, 2015 at 8:10 PM
    • #1,888
    Quote from jackophant

    Surely this would negate a lot of the "tick" issues? 128tick was better because with the old shitty hitboxes they were updated twice as regularly and provided better feedback. Now with the new super accurate hitboxes maybe 128tick wont be as noticeably better?

    The whole "64 tick... is a joke..." complaint is people misunderstanding the issue entirely. Valve servers suffer more from plain poor performance plus sync bugs, but this update fixed the sync issues. Of course 128 ticks/sec will still be better, as much as the 7.81ms between ticks helps, which isn't much. If you've ever watched a 120hz strobe, it's apparent how little it would help.

  • ShockaPop
    • September 17, 2015 at 8:45 AM
    • #1,889
    Quote from DrywallDreams

    The whole "64 tick... is a joke..." complaint is people misunderstanding the issue entirely. Valve servers suffer more from plain poor performance plus sync bugs, but this update fixed the sync issues. Of course 128 ticks/sec will still be better, as much as the 7.81ms between ticks helps, which isn't much. If you've ever watched a 120hz strobe, it's apparent how little it would help.

    Uhh.. if your command (from mouse/keyboard) is getting "in between" the ticks in 64, then it sucks and it's not registered. 128 makes it less likely to happen. It's small time, but small things matter in vidya games like CSGO. Source just works weird with 128 tick on other stuff, like doors and jumping/physics (you can jump easily higher with 128 than 64).

  • Vaya
    • September 17, 2015 at 9:12 AM
    • #1,890

    doors were fixed. Shows valve at least think about 128 tick even if they can't commit to it ingame.

    They would basically need to substantially up their server hardware and bandwidth for 128 tick across the board

  • Beck
    • September 17, 2015 at 10:07 AM
    • #1,891

    Had a game on Mirage last night and I was in underpass approaching mid/window. Heard some footsteps approaching window and a CT guy jumped up to peek underpass. Shot him straight in the face. Previously that shot would have probably not registered.

    I was defending the bomb on A at one point and the last guy was approaching A from connector. I jumped over the box to see if he could hit me. He shot me right in the face.

    I'm liking the newly synchronised hitboxes hitcapsules :D

  • marks
    • September 17, 2015 at 12:35 PM
    • #1,892

    30 tick servers are still laughably bad. Old cs servers were like, 100 tick minimum if you wanted a good server

  • jackophant
    • September 17, 2015 at 2:08 PM
    • #1,893

    a lot of people are overlooking the fact that the neck is now part of the "headshot" hit capsule. so clickin skulls just got easier from more accurate hitcapsules AND neckshots! woop woop

  • DrywallDreams
    • September 17, 2015 at 5:51 PM
    • #1,894
    Quote from SotaPoika

    Uhh.. if your command (from mouse/keyboard) is getting "in between" the ticks in 64, then it sucks and it's not registered. 128 makes it less likely to happen. It's small time, but small things matter in vidya games like CSGO. Source just works weird with 128 tick on other stuff, like doors and jumping/physics (you can jump easily higher with 128 than 64).

    It's an incredibly rare possibility, though. Most players' monitors don't even display within that time (even the best monitors out there get ~1 frame latency at highest refresh rate). 128 ticks/sec is better, but not a really obviously beneficial change.

    Most physics bugs were fixed on 128 ticks/sec recently, so that's essentially the same now too.

  • text_fish
    • September 17, 2015 at 9:02 PM
    • #1,895

    You all seem to have a far greater understanding of the differences between 64 and 128 tick than I do. Is it possible that the reason I get near constant stuttering and lag (despite an avg ping of around 50) on the Mapcore test server that it's 128 tick? I never have the same problem on official servers, so up until now I had assumed that it was due to poorly optimised maps but all this talk of ticks got my brain ticking. Tock.

  • DrywallDreams
    • September 17, 2015 at 9:36 PM
    • #1,896
    Quote from text_fish

    You all seem to have a far greater understanding of the differences between 64 and 128 tick than I do. Is it possible that the reason I get near constant stuttering and lag (despite an avg ping of around 50) on the Mapcore test server that it's 128 tick? I never have the same problem on official servers, so up until now I had assumed that it was due to poorly optimised maps but all this talk of ticks got my brain ticking. Tock.

    That could be if you're joining through steam/any URL rather than the server browser. For some reason, there's a bad memory leak in the game if you join a server that way. A faster tickrate makes the memory leak faster.

  • text_fish
    • September 17, 2015 at 11:19 PM
    • #1,897
    Quote from DrywallDreams

    That could be if you're joining through steam/any URL rather than the server browser. For some reason, there's a bad memory leak in the game if you join a server that way. A faster tickrate makes the memory leak faster.

    The problem does seem to get worse the longer I'm connected to the server so that would seem to make some sense, other than the fact that I only ever connect through the favourites tab in the server browser. :s Thanks for the insight though, I'll do some further investigation.

  • Beck
    • September 18, 2015 at 9:28 AM
    • #1,898
    Quote from jackophant

    a lot of people are overlooking the fact that the neck is now part of the "headshot" hit capsule. so clickin skulls just got easier from more accurate hitcapsules AND neckshots! woop woop

    The head is also bigger now.

    [Blocked Image: http://i.imgur.com/BbQkkwo.png]

    [Blocked Image: http://i.imgur.com/GFVS51V.png]

  • jackophant
    • September 18, 2015 at 10:49 AM
    • #1,899

    sexy new kniiiiiiiiiiiiiife

    [Blocked Image: http://media.steampowered.com/apps/csgo/blog…dow_case/00.jpg]

    vidya demonstration:

    http://media.steampowered.com/apps/csgo/blog…p_de_dust2.webm

    Doesn't look to have separate attack and "landed backstab" swipes.

  • marks
    • September 18, 2015 at 3:27 PM
    • #1,900

    ...that looks awful imo

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