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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.