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Poll: Have you had problems in combat with hit registration, has it felt laggy, or unresponsive?

Yes 14 100%
No No votes 0%
Total number of voters: 14 ( OnionRings, Lewis_is_java, 0yc37xrk6m, pigskin, Jalu ) See more
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TOPIC: [ZARP SSRP] The Hit Registration is...Terrible.

[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594467

The current tick rate on s1 is 16.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594469

Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594471

True hitboxes are shit
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594472

It seems the poll got removed when the topic was moved, and now it no longer appears as an addable feature.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594477

_Her0_ wrote:
True hitboxes are shit

same as ur aim heheh XDCXDDXD
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594479

FUZZY wrote:
_Her0_ wrote:
True hitboxes are shit

same as ur aim heheh XDCXDDXD

R00D
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594490

cJazz wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?
144Hz is always better than 60Hz monitor, but if I'm not wrong it's because if you are running 144hz, yet the server still only refreshes 64 times, most of the frames you have on your screen won't actually output a command to the server.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594492

A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is referred often to as the server's tickrate; this is essentially the server equivalent of a client's frame rate, absent any rendering system.

FPS and tick rate are completely different.

Say if I have a loop that is ran every "tick". Putting the tickrate to 16 will only run it 16 times a second when if it is at 32 it will run it 32 times.

This is why it causes more lag when it is higher tick rate.

Please don't talk about stuff you do not understand monitor has nothing to do with this

FPS is what effects what you see on your screen. Tick rate is a server term for the update per second
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Last Edit: 6 years 11 months ago by DEADMONSTOR.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594505

DEADMONSTOR wrote:
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is referred often to as the server's tickrate; this is essentially the server equivalent of a client's frame rate, absent any rendering system.

FPS and tick rate are completely different.

Say if I have a loop that is ran every "tick". Putting the tickrate to 16 will only run it 16 times a second when if it is at 32 it will run it 32 times.

This is why it causes more lag when it is higher tick rate.

Please don't talk about stuff you do not understand monitor has nothing to do with this

FPS is what effects what you see on your screen. Tick rate is a server term for the update per second
But people with low refresh rate won't be able to keep up with the server's update cycle so they'll send less informations to the server?
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594516

Therapist wrote:
Lewis_is_java wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast
Making it higher will also cause more problems than it'll fix
Pretty much, but when S3 released it had 64 ticks you could've hit shots even though it had little lag problems

My dog had a tick once lmao
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594519

Therapist wrote:
DEADMONSTOR wrote:
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is referred often to as the server's tickrate; this is essentially the server equivalent of a client's frame rate, absent any rendering system.

FPS and tick rate are completely different.

Say if I have a loop that is ran every "tick". Putting the tickrate to 16 will only run it 16 times a second when if it is at 32 it will run it 32 times.

This is why it causes more lag when it is higher tick rate.

Please don't talk about stuff you do not understand monitor has nothing to do with this

FPS is what effects what you see on your screen. Tick rate is a server term for the update per second
But people with low refresh rate won't be able to keep up with the server's update cycle so they'll send less informations to the server?

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

FPS would still be the same. Meaning you will still send the same information. Have you ever lagged out in the game. If you are running you will keep running. GMOD is unique in that way.

This isn't how that works okay imma just say that
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594520

Hey its Alex wrote:
Therapist wrote:
Lewis_is_java wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast
Making it higher will also cause more problems than it'll fix
Pretty much, but when S3 released it had 64 ticks you could've hit shots even though it had little lag problems

My dog had a tick once lmao
incase it happens again
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594531

The tickrate used to be much higher but as the slots went up they had to lower it, so yeah its shit rn.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594557

64 tick time between update - 0.015625s
32 tick time between update - 0.03125s
16 tick time between update - 0.0625s

Let's say somebody moves 1000 arbitrary units every second, then the gamemode would update their hitbox every 15.626 / 31.25 / 62.5 units. This mean that the hitbox is updated every 1.5% / 3.12% / 6.24% along the journey.

Usually with the width of the player the difference is negligible but I don't know what tick ZARP servers run at, could be 16, could be 32, could be 8 for all I know.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594565

cJazz wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?

Basically if the server was 128 tick rate and you only had a 60 hz monitor you wouldn't be refreshing as fast as the server is updating and only be able to notice 60 tick rate. If you have a 144 hz monitor you'd be able to sell 128 tick rate.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594614

FIX OR RIOT
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594619

Plankton wrote:
cJazz wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?

Basically if the server was 128 tick rate and you only had a 60 hz monitor you wouldn't be refreshing as fast as the server is updating and only be able to notice 60 tick rate. If you have a 144 hz monitor you'd be able to sell 128 tick rate.

Thats not how it works lol, did you not read Deadmonstors post??


DEADMONSTOR wrote:
A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is referred often to as the server's tickrate; this is essentially the server equivalent of a client's frame rate, absent any rendering system.

FPS and tick rate are completely different.

Say if I have a loop that is ran every "tick". Putting the tickrate to 16 will only run it 16 times a second when if it is at 32 it will run it 32 times.

This is why it causes more lag when it is higher tick rate.

Please don't talk about stuff you do not understand monitor has nothing to do with this

FPS is what effects what you see on your screen. Tick rate is a server term for the update per second
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594628

Therapist wrote:
cJazz wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?
144Hz is always better than 60Hz monitor, but if I'm not wrong it's because if you are running 144hz, yet the server still only refreshes 64 times, most of the frames you have on your screen won't actually output a command to the server.
What? You can not see hitboxes so nothing will visually change. Monitor refresh rate has nothing to do with it.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594630

Dude with the ammount of boosterpacks, vip feature and hours we dedicate to the server I think its a minimum to give us a good game experience because right now it sucks to play.
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[ZARP SSRP] The Hit Registration is...Terrible. 6 years 11 months ago #594634

AA RFLeX wrote:
Therapist wrote:
cJazz wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
Plankton wrote:
Therapist wrote:
lMichaell wrote:
Hit reg is bad because of tickrate, I was once told by R-FLEX, and the tickrate is apparently terrible.
Sometimes hitboxes work your way, sometimes they don't. It's a hit and miss.
Tickrate is how many times the server updates the hitboxes per second, if it's 64 ticks like on CSGO MM the hitboxes will update 64 times in 1 second, 128 in 1 second etc. I think SSRP currently has 16 or 32, 128 would be useless since you'll monitor won't refresh that fast

my monitor refreshes that fast
yea but no one has a monitor like that, 80% of the zarp community are kids without a job

a lot of people have 144hz monitors
If you say so
what exactly does tickrate have to do with a monitor's refresh? if the issue of hit reg is to do with the server then how are people's monitors involved?
144Hz is always better than 60Hz monitor, but if I'm not wrong it's because if you are running 144hz, yet the server still only refreshes 64 times, most of the frames you have on your screen won't actually output a command to the server.
What? You can not see hitboxes so nothing will visually change. Monitor refresh rate has nothing to do with it.
Look at Deadmonstor's response, if we're talking about other games it has a lot to do with it
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