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Re:Postmortem of Service Outage at 3.4M Concurrent Users by gsich on Friday February 09, 2018 @10:05PM (#16345624)
This information is very much outdated. (Windows XP is referenced in it)

CSGO matchmaking servers (run at 64 ticks) force you to use cl_updaterate 64.

Even in CS 1.6 days, most leagues and servers enforced updaterate 100 and rate 20000. Nearly every player could handle it. And those who couldn't, well, bad luck for them. Playing with 100ms+ is no fun for anybody.

Re:Postmortem of Service Outage at 3.4M Concurrent Users by vvanders on Friday February 09, 2018 @10:27PM (#16345694)
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.

Re:Postmortem of Service Outage at 3.4M Concurrent Users by gsich on Friday February 09, 2018 @10:42PM (#16345739)
It 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

Re:Postmortem of Service Outage at 3.4M Concurrent Users by Tobba_ on Saturday February 10, 2018 @06:46AM (#16346916)
CS(: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.