Комментарии:
For sure the biggest fallacy with the test was the length. 4 rounds isnt enough and whilst there is no right answer, there is compromise. Lets say 64-tick costs you 3 headshots in a game. Maybe that costs you 2 rounds and maybe that costs you the game, maybe that costs you your rank. You'd be seriously narked off but regardless that level of deviance is unlikely to show up in a 4 round test. I'd be intrigued to see this test ran again now the game and playerbase have evolved tbh, though sacrificing the tests brevity would make it harder for the organiser and a harder sell for the participant
ОтветитьAd hominem argumentum. Or, in the case of the fox hunting thing, a strawman.
ОтветитьI guess we kind of got out wish with cs2, huh.
ОтветитьCSGO Community when they learn about the concept of Pilot Studies (they get mad).
Ответить4 rounds is not enough 😂 if you can't tell in 4 rounds and need more round than you can't tell haha
ОтветитьIdea I have is that it would be correct to let only people who actually plays on 128 tick most of the time do the test, to eliminate that mm player is just more used to 64 and may be playing better on 64, or worse on 128, specially in this short time (and player of faceit kind of know both, i think thats a fact, but i am not sure if positive one, but what i think is not positive is comparing those who know with those who dont). Combine this with a fact that if you perform better, you are more likely to choose better answer, and that may be part of the reason why the results are so unclear.
ОтветитьNot even 1mil? Pathetic
Ответитьholy shit the last comment in the video got 1,4k likes
Ответитьplaying valorant now on 128 tick I still get killed so many times even after I've shot
ping, server reliability, server stability, and minimum latency is way more important than tickrate. 64 tickrate is plenty imo, I've never been able to tell the difference when joining custom server games with 128 tickrate, I would tell the difference of low and high ping, but not 64 and 128 tickrate
i can tell the difference between 64 and 128 tick, and 64 tick is noticeably worse than 128
source: trust me bro i promise
"Probably players with low end computers" are you some kind of dumb ass? It's completely random and even if it was due to low end computers, you are basically saying you, being lucky enough to have a nice computer, should always have an advantage over everyone else that don't have such a computer... Nice
ОтветитьTheres only one way to know it... kust fking jumpthrow and depending if it landed it is 64 or 128
Ответить128 tick is overrated
Ответить64ticksphilip
ОтветитьSo I understand tick rate is only a question of money? Considering how much money many players spend to get powerful computers, gaming monitors and other equipment, the question should be no brainer and cheaping out with tick rate an insult to all players, regardless if they notice it with 100% certainty or not.
Ответитьim 200.000 wiever lol
ОтветитьClearly people can't see difference between 12FPS and 60FPS because human eye can only see 12Hz of light wawes pes second that means servers should run 12 tick max, it's just guessing game because nobody can see 64 tick so how could you see 128 tick.
ОтветитьWhat if the big companies like FaceIt and ESEA makes an experiment with this.
Ответитьomg i like the 144 hz framerate and 128 tick illustration
Ответитьwhy do you still have 850k+ subs? these videos are way too high quality to have such this amount of attention.
Ответитьhow long did it take for you to create that map????
ОтветитьYou over analyzed the data and came up with the wrong solution. Regardless of what the data seems to suggest there are simply too many variables. You mention most of them in this video but somehow argue against them. 128 ticks is twice as many as 64 and therefore more accurate. That is all you need to know. It is the same argument as 60hz monitor vs 144hz. If you can't tell the difference then keep it to yourself because you are delaying the progress of game and hardware development. I can't play on a 500hz monitor at 500 tickrate because of people like you.
Ответить3Ticksphilip
ОтветитьHow do 64 Tick affect grenade throws exactly?
ОтветитьToo notice a difference do this simple test. strafe to the side, jump and while in the air hold duck. On a 128tick server the motion of falling is smooth, while on a 64tick server there are some wierd stutter. This might not be noticable on 60hz monitors.
ОтветитьI really don't know whats the difference between 128 and 64 tick servers.
I went on a community server to test it out (128 tick) and found NO difference (for me) between 64 tick.
I really don't know why people hate on your videos anyway. I must admit, the amount of research that goes into every video is insane.
Love you Philip (no homo)
forgot i used adblock.... philip deserves better.... make sure u remove adblock on his videos if u enjoy his content and want him to upload as often as possible.
Ответить“Look, your data is cool and all, but I disagree so you data is irrelevant”
ОтветитьWho cares if no one can feel the difference
ОтветитьIf you play lots of MM and Faceit/ESEA on the side you can definitely notice the difference in both. ADAD feels way easier to execute on 128tick and pistol fights don't seem RNG AD spam, but it could be because I'm playing better players on the 128 tick servers. The most notable difference for me is movement, doing jumps like cache strafe solo boost, mirage window to cat, sometimes even crouch jumping boxes just feels cleaner. I've had good experiences on 64 tick so there might be more to it, more variables server related that we're perhaps not looking at.
ОтветитьThanks for being scientific
ОтветитьGosh, please tell me these comments are satire.
Ответить@3kliksphilip
I may be wrong and make myself look like an idiot.. but~
I believe tickrate, for the average part of it, it based on what you're used to. Now I've not tested this myself, watched your videos on it and I've been most enticed by it. I'm currently at work, but I think I'll give it a go when I have an hour or two during some downtime.
Very curious, It may need further testing as if you're used to 64 tick and hop to 128 tick, your reflexes may be slightly off, who knows, but it may be a case of how much you can adapt to these changes that determines how good a player you are (could be totally wrong like I said..).
What I'd want to do is spend a week with 47 tick, a week with 64 tick, and a week with 128 tick. It should be enough time (hopefully) to get used to each tickrate.
What are the ticks and what do they do? Are they affected by the fps? If it has more than 128 ticks it will shows the real position of the player? (not the delayed one) Are the shots affected by the ticks?
ОтветитьNice video, I totally agree with you that these results should not be discarded, yet I do believe we need a larger sample size and more controlled tests to reach any conclusion. This whole discussion reminds me of the people that believed that the magnus effect was present in Rocket League, even after the developers confirmed to not be the case. I believe that with the recent addition of "curveball mode" people may have realized that curve balls are not a thing in standard play... maybe.
This also reminds me of a friend of mine a few years back that simply couldn't tell the diference between 30 fps and 60 fps on a 60 Hz monitor. Kinda bizarre if you ask me.
I found my grey thing.
ОтветитьBack in time...
ОтветитьCommented on the last video that your comparison to framerate is misleading. You feel the consequences of this misleading comparison in the comments: People think tickrate would be shown in higher fps.
Also: "Low end computers" are responsible for wrongly guessing tickrates? Wow, we sure got a tech-literate here.
I can tell the difference between 128 tick and 64 tick after throwing a single grenade. 64 tick if you're moving left to right the nade will land slightly to the left of where it would on a 128tick server.
Ответить128 tick is better
Me I prefer 64 tick
THERE I AM GARY
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