FAQ Q: Where ya been? A: Playing GTA 5. I was gonna come back with some videos for it but all the ideas I've had so far were already done by someone else, stupid, or would take so long that I would feel like I was uploading too sparsely had I done them. So basically regular youtuber things. Q: What's the quote from the thumbnail? A: A code comment from the C++ function that reads the -tickrate command. The comment was left by Valve employee Yahn Bernier. github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/gameinterface.cpp#L823 Q: Why does all the crazy stuff happen? A: I'll tell you when you're older.
If that call in line 842 would have used the float overload with a default value of 0.0f, you could have a fractional tickrate (-tickrate 10.000001) and get even closer to a tick interval of 0.1 seconds rather than 1/11. But this is already breaking enough.
The reason everything goes bouncy is because Havok physics (like most modern physics engines) uses the real-world principle of equal-but-opposite force to handle clipping. Between ticks, every physics object that is "awake" (receiving physics updates) actually clips slightly into the ground due to gravity, and then has an upwards force applied to it to "push" it back above ground. The system is tuned and works fairly well at a tickrate of 66; most physics objects may fall one Hammer Unit or less beneath the ground in 1/66th of a second, so it only takes a miniscule force to push them back above ground. However, at 1/11th of a second, objects fall further, and thus require a much greater force to push back above ground. GMod players will be familiar with the experience of pushing an object deep inside something else, only for the object to fly out at great speeds once released. That is due to the same principle, an object deep inside world geometry that the game tries to shove out in a single tick, resulting in a great deal of energy. Similarly, the effect of the player bouncing when colliding with world geometry is due to the player's collision hull clipping into geometry between ticks. However, player collision uses a different physics model, one that is generally much less forceful and with much less in-depth physics simulation, so the player is instead snapped to the nearest playable space without any true opposing force being applied.
@@SU76M They become static (often referred to as "falling asleep") after a certain period with no notable interactions. This is why ragdolls freeze after freaking out for a few seconds.
Would you happen to know how do modern engines go about this and how does it compare to other implementations, like unreal or even source 2? Sometimes It feels like Half-Life 2 can still challenge modern titles, albeit I haven't played a lot of them.
@@FletcherCat Laggy servers have the same default Garry's Mod tickrate as in singleplayer games and servers with good connection to you, unless explicitly set otherwise (which is unlikely, since it visibly breaks physics). I guess this is more probably due to latency (at tickrate of 11 an update happens every ~91ms, similar to latency you might have with a server).
@@Architector_4 If you play garry's mod example in 100+ player RP server, they usually set tickrate to 16, which is pretty close. thats why it imitates it really well.
@@Architector_4 Actually gmod includes its own tickrate setting for physics props and objects that is a high value in singleplayer and a much lower value in multiplayer and servers, the value can be modified in the the files to fix prop lag on servers but is hard to find.
hello mr. gaming, I couldn't help but notice, you have been sleeping, on the job. I mean, no one is more deserving of a rest, but all the effort in the world would have gone to waste, and let's just say your hour has... come again...
1:20 the briefcase disappears because it was going so fast, that by the time the next collision check happened, it was through the borderwall of the floor
@@undefined879 when u start up hl2 you are greeted with the Valve guy intro, after that you get the source logo and credits. No matter what version of hl2 you use (even the day one release), the text there always shows Havok physics. By the time hl2 released the IVT name was long gone, but today I learned about it...
10:47 It’s worth mentioning that the car is programmed to land upside down until the player gets out. What you see are the physics struggling to flip the car on it’s roof.
This crazy effect also happens when you try to pick up the car with a supercharged gravity gun, once i was messing around with it and the physics got absolutely fkd, the car was stably floating upside down in the air
I guess you get the little bump when strafing against the wall because you slightly phase into it. I bet 11 is the minimum tick rate because below that walls and floors are just suggestions.
The tick rate is used to check for collision for objects, and usually the game checks 66 times a second to see if the player should stop at collision. In this case it's only checking 11 times a second, so slow enough it's possible to see it moving the player back since they're in a wall. So yeah, most likely at lower tick rates, if you were going fast enough, it'd be possible to just run right through a wall or prop.
12:46 The antlion flying away is something I do in Gmod all the time. Shooting it with the Midas Cannon at the right time turns them into perpetual motion machines. If you copy & paste with the dupe tool, the effect is multiplied, turning them into chaotic flying death traps.
Bloody _hell,_ I'm getting flashbacks to the days of 10,000-power thrusters in Garry's Mod, and now you're telling me we can enjoy that goodness in the original game?! Good times. Unfortunately, there's now a masochistic part of me that has the urge to try this out with the upcoming Half-Life 2 VR mod...
The pistol firing thing is because the rapid clicking relies on a post-frame function. It makes the weapon able to fire again as soon as the button is released. With the lower tickrate, the check gets delayed.
1:40 - when you can SEE the collision check between the wall and the player You seeing the camera go back is the player being placed the at right position (which is not inside the wall)
This is strangely similar to how dead space 1/2 ran on PC without Vsync and a few patches. Everything in the engine was tied to the frame rate. If you went above what was meant to operate at cut scenes would break, general objects would behave _aggressively,_ and corpses turn into vibrating spaghetti. It completely ruined the horror experience, but was utterly hilarious.
use a memory editor to bypass the artificial limit imposed by the console value check and try what happens when you truly set the tickrate to 1! with a memory editor you could even set it to 0, I'm pretty curious what that would do tbh
I would imagine that HL2 would essentially become a Minecraft adventure mode (3 iirc, or at least one of the 3 game modes besides survival and creative) with a tick rate of 0, where nothing physics related would update; props wouldn't move, dead bodies wouldn't go into ragdoll, etc., making it neigh impossible to do a playthrough in levels where level geometry gets destroyed after an event in said level (since it wouldn't update, and I don't think the scripts would bypass that, or at least it will execute "properly", but the props wouldn't fly off from the wall/floor getting destroyed by the script, making it a wall of props instead of a wall of concrete).
The game doesn't keep track of the tickrate but rather of its inverse as the tick interval in seconds. You can't divide by zero, but hack in a large number.
This video is fucking cursed and it actually gives me a slight amount of that frustrating butterfly feeling in your gut when you cant get something right and you're only getting more annoyed as you make attempts. Thank you for your sacrifice.
the reason why zombies werent getting cut by it is because gravity gun launched objects have special tag based interactions like explosive barrels launched will always explode when they touch a surface regardless of speed
As a kid I lived in the arctic, and used the internet over a satellite. Playing Sven Co-Op was fine, until I touched any moveable object, then it looked something like this! Luckily, moveable objects weren't as common in Half-Life 1.
Imagine the speed running possibilities when altering the tickrate. I imagine you could create dozens of different categories based on the differing tickrates and potentially use the slower tickrates to your advantage somehow. Not only that, but it would add an entirely new aspect of randomness to runs which could make some runs and break others.
This reminds me of a glitch in Half-Life 1, where if you host the frame rate really high and then make it normal again it makes the game laggy. Not like low fps, more like high ping.
If you remove all the bounds checks for tickrate, you can go as low as 5 without it instantly crashing, however anything physics related (touching a wall, ragdolls, physics objects) will crash the game
Imaging people speedrunning HL2 in a speed run category where the game only updates 11 times every second like in this video*. It would be quite interesting to see people speedrun the game when it’s acting like this. *I think I worded that right
12:44 Antlion Guard:"Huh?.. I'm dead?.. my bad.." *dies* "if I am dead then it's not a problem if I just-" *floats up and flies through sky barrier* "Later"
Yo, I'm crying when things in the water got really bad I went "what the hell" and then an ad player about Jesus I honestly can't stop laughing at how dumb this is
Like why the gund reload is tick independent but the firing speed of airboat is? (valve should have made it shoot multiple bullets per tick if tickrate gets low)
1:43 From what I know in game design I don't believe that there's any bounce in the camera, here's why: In games you usually walk into walls, but this is corrected so fast you don't notice it, as it's done in 1 tick. If that were true that wouldn't be what's going on. Fue to the age of the game physics might be calculated on more then 1 frame as computers weren't as powerful back-then.
i saw this and saw your commands & tried it for an hour WITH 1000 TICKSPEED it was kinda similar but props were waiting to get flung and when you spawn is a jeep it starts doing air donuts
FAQ
Q: Where ya been?
A: Playing GTA 5. I was gonna come back with some videos for it but all the ideas I've had so far were already done by someone else, stupid, or would take so long that I would feel like I was uploading too sparsely had I done them. So basically regular youtuber things.
Q: What's the quote from the thumbnail?
A: A code comment from the C++ function that reads the -tickrate command. The comment was left by Valve employee Yahn Bernier. github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/game/server/gameinterface.cpp#L823
Q: Why does all the crazy stuff happen?
A: I'll tell you when you're older.
If that call in line 842 would have used the float overload with a default value of 0.0f, you could have a fractional tickrate (-tickrate 10.000001) and get even closer to a tick interval of 0.1 seconds rather than 1/11. But this is already breaking enough.
Vaughan?
Why didn't you watch the Strider's funny ragdoll at 15:22 ? :(
Edit: Nvm, there it is at 16:12 XD
Try max tickrate
1000
I'm 3 months older will you tell me now?
That girl who refuels your airboat must've accidentally put nitroglycerin in the boat instead of fuel
Why did my mind immediately go to the Atlantis movie when I read nitroglycerin
@@legogeneralgreivous8651 my mind immediately went to demoman drinking nitroglycerin
ummm… its actually called the MUDSKIPPER… not “airboat” (🤮🤮🤮)
@@dfprod. 🌩🙎🏿🌩
nitroGLITCHceryn
The reason everything goes bouncy is because Havok physics (like most modern physics engines) uses the real-world principle of equal-but-opposite force to handle clipping. Between ticks, every physics object that is "awake" (receiving physics updates) actually clips slightly into the ground due to gravity, and then has an upwards force applied to it to "push" it back above ground. The system is tuned and works fairly well at a tickrate of 66; most physics objects may fall one Hammer Unit or less beneath the ground in 1/66th of a second, so it only takes a miniscule force to push them back above ground. However, at 1/11th of a second, objects fall further, and thus require a much greater force to push back above ground. GMod players will be familiar with the experience of pushing an object deep inside something else, only for the object to fly out at great speeds once released. That is due to the same principle, an object deep inside world geometry that the game tries to shove out in a single tick, resulting in a great deal of energy.
Similarly, the effect of the player bouncing when colliding with world geometry is due to the player's collision hull clipping into geometry between ticks. However, player collision uses a different physics model, one that is generally much less forceful and with much less in-depth physics simulation, so the player is instead snapped to the nearest playable space without any true opposing force being applied.
@@SU76M They become static (often referred to as "falling asleep") after a certain period with no notable interactions. This is why ragdolls freeze after freaking out for a few seconds.
wow thats a lotta words
too bad im not readin em
@@gordonfeetman445 let me provide a list of who fucking asked you:
Would you happen to know how do modern engines go about this and how does it compare to other implementations, like unreal or even source 2? Sometimes It feels like Half-Life 2 can still challenge modern titles, albeit I haven't played a lot of them.
@@gordonfeetman445 Here's your TL;DR: If physics thinks six times slower, it has to push six times harder.
I'm amazed at how closely this imitates laggy source engine servers. Even knowing the way it works it still catches me by surprise.
Why? To me at least it makes sense. Source game, low tick rate, laggy servers would have low tick rate
@@FletcherCat
Laggy servers have the same default Garry's Mod tickrate as in singleplayer games and servers with good connection to you, unless explicitly set otherwise (which is unlikely, since it visibly breaks physics). I guess this is more probably due to latency (at tickrate of 11 an update happens every ~91ms, similar to latency you might have with a server).
@@Architector_4 If you play garry's mod example in 100+ player RP server, they usually set tickrate to 16, which is pretty close. thats why it imitates it really well.
@@Mikko_Hamalainen
Oh, fun, never heard of this lol
@@Architector_4 Actually gmod includes its own tickrate setting for physics props and objects that is a high value in singleplayer and a much lower value in multiplayer and servers, the value can be modified in the the files to fix prop lag on servers but is hard to find.
I'm not sure why 5:32 was so amusing to me.
The pure silence, the menacing music
hello mr. gaming, I couldn't help but notice, you have been sleeping, on the job. I mean, no one is more deserving of a rest, but all the effort in the world would have gone to waste, and let's just say your hour has... come again...
DEADWATER‼️
1:20 the briefcase disappears because it was going so fast, that by the time the next collision check happened, it was through the borderwall of the floor
Mario 64 BLJ moment
You turned Half Life into a bethesda game
i was just about to play doom2016 lol
Terminator: Future Shock, to be specific.
are you the toast
Half-Finished
@@FirstnameLastname-py3bc wrong answer, try again
5:39 the zoom in at the airboat in the air while the music syncs perfectly to the zoom is comedic gold
Its Mudskipper
I thought it was an edit for a meme 😭
@@PanchoCuesta it's a brick i'm about to throw at your window
@@PanchoCuesta 🤓
A I R B O A T
bottom text
4:38 they don't call it the mudskipper for nothing, you know
11 ticks turns it into the mudslapper
5:40 and when airborne, it becomes an Airboat
same for the buggy
@@schniemand it's buggy now
holy cr*ap its sky and alt rah
tickrate wrecking havok.
features, non exhaustively :
-props imbued with dark magic
-improved vehicle sections
-unguided rockets (nearly, but that’s progress)
-ragdolls turned into bouncing balls
-antlion « my planet needs me » guard (12:49)
-combine elite self bj (17:30)
no regret.
FYI for those that don't know, Havok is the name of the physics engine that Source uses...
@@ambreiaju Its a weird merge of something and quake
@@samuels1123 It uses Quake physics for the bounding box calculations and everything else is a newtonian physics engine, aka Havok...
It's not even Havok, it's something before Havok bought another company, IVP.
@@undefined879 when u start up hl2 you are greeted with the Valve guy intro, after that you get the source logo and credits. No matter what version of hl2 you use (even the day one release), the text there always shows Havok physics. By the time hl2 released the IVT name was long gone, but today I learned about it...
11:13 combine’s reaction to resistance teleport tech
10:47 It’s worth mentioning that the car is programmed to land upside down until the player gets out. What you see are the physics struggling to flip the car on it’s roof.
This crazy effect also happens when you try to pick up the car with a supercharged gravity gun, once i was messing around with it and the physics got absolutely fkd, the car was stably floating upside down in the air
@@Nefikon what
furry
@@1marcelfilms What's more annoying, a profile picture or someone feeling the need to point it out?
@@whatevernamegoeshere3644 sneed
9:31 Headcrab just gets fucking deleted
the way the physics props are held feels like a gmod multiplayer server
Its funny because most popular servers lower their tickrates to below 20. Going below 33 is a baaad idea.
@@MrAndrewfreeman the biggest servers run at 11 tick
12:47 I have to go now. My planet needs me.
6:30 for me there is something endlessly hillarious about seeing the hl2 source engine explosion effect, its why old gmod videos were so funny.
_DEATH_ _IS_ _PREFERABLE_ _TO_ _COMMUNISM_
17:28 ah so this is what they meant by "non-mechanical reproduction simulation"
Affectionately, this video feels like it could’ve been made anytime in the last 15 years and it came out 8 days ago. I love it
I guess you get the little bump when strafing against the wall because you slightly phase into it. I bet 11 is the minimum tick rate because below that walls and floors are just suggestions.
They're already suggestions
The tick rate is used to check for collision for objects, and usually the game checks 66 times a second to see if the player should stop at collision.
In this case it's only checking 11 times a second, so slow enough it's possible to see it moving the player back since they're in a wall.
So yeah, most likely at lower tick rates, if you were going fast enough, it'd be possible to just run right through a wall or prop.
@@invalid_user_handle Harry Potter moment
@@invalid_user_handle I guess now is the time to talk about parallel universes
@@HappyBeezerStudios But first we need to build speed for 12 hours before we can do that.
5:07 i wonder how the g-man reacted to just seeing the airboat just freaking out like that as it bounced along the water
regret
only thing that he feels
12:46 The antlion flying away is something I do in Gmod all the time.
Shooting it with the Midas Cannon at the right time turns them into perpetual motion machines.
If you copy & paste with the dupe tool, the effect is multiplied, turning them into chaotic flying death traps.
@@weaponized_toaster Toybox weapon
Bloody _hell,_ I'm getting flashbacks to the days of 10,000-power thrusters in Garry's Mod, and now you're telling me we can enjoy that goodness in the original game?! Good times.
Unfortunately, there's now a masochistic part of me that has the urge to try this out with the upcoming Half-Life 2 VR mod...
I wonder if it works in half-life alyx lol
can't you already play half-life 2 in vr using half-life 2 update?
the vehicle sections would be so disorienting
instant motion sickness
@@Zapidom I tried and failed.
Even if it worked it would most likely be mouse and keyboard VR.
The pistol firing thing is because the rapid clicking relies on a post-frame function. It makes the weapon able to fire again as soon as the button is released. With the lower tickrate, the check gets delayed.
Source engine's minimum tickrate is 11 per second.
Meanwhile, Creation engine's *maximum* tickrate is 11 per second.
The airboat handling in Half Life 2: It's alright
How people describe the airboat handling: 4:36
I actually like the airboat more than the buggy
The wrong console command in the right game can make all the difference in the world.
4:59 = driving anything without suspension in scrap mechanic
1:40 - when you can SEE the collision check between the wall and the player
You seeing the camera go back is the player being placed the at right position (which is not inside the wall)
That Antlion was like "you have defeated me, traveler. Now I must go, my people need me.
You could say that with tickrate 11 there were some... UNFORESEEN CONSEQUENCES
Imagine what G-Man is thinking as he sees Gordon skip, bump and wobble by in the airboat at 5:05
This is strangely similar to how dead space 1/2 ran on PC without Vsync and a few patches. Everything in the engine was tied to the frame rate. If you went above what was meant to operate at cut scenes would break, general objects would behave _aggressively,_ and corpses turn into vibrating spaghetti. It completely ruined the horror experience, but was utterly hilarious.
10:22 normal physics for the magnet segment
Gordon is a highly trained professional, he doesn’t need to hear all this.
i think this actually improves water hazard drastically
Combine: *dies*
Dead combine: RAKAMAKAFON
use a memory editor to bypass the artificial limit imposed by the console value check and try what happens when you truly set the tickrate to 1! with a memory editor you could even set it to 0, I'm pretty curious what that would do tbh
0. if played straight and it worked perfectly. would cause the game not to act
I would imagine that HL2 would essentially become a Minecraft adventure mode (3 iirc, or at least one of the 3 game modes besides survival and creative) with a tick rate of 0, where nothing physics related would update; props wouldn't move, dead bodies wouldn't go into ragdoll, etc., making it neigh impossible to do a playthrough in levels where level geometry gets destroyed after an event in said level (since it wouldn't update, and I don't think the scripts would bypass that, or at least it will execute "properly", but the props wouldn't fly off from the wall/floor getting destroyed by the script, making it a wall of props instead of a wall of concrete).
@@thenecromorpher player physics would not update. i think. so..
The game doesn't keep track of the tickrate but rather of its inverse as the tick interval in seconds. You can't divide by zero, but hack in a large number.
@@D0Samp thank you for explaining
5:20 this is what happening when I drive car in my dreams
This video is fucking cursed and it actually gives me a slight amount of that frustrating butterfly feeling in your gut when you cant get something right and you're only getting more annoyed as you make attempts.
Thank you for your sacrifice.
this entire video felt like you messed around with the props in gmod but its normal
average foreign hl2dm server physics
This is actually reminds me of what my first several playthroughs back in 2009 were like because I had a garbage PC with a single core.
That APC had such advanced combat techniques
6:02 half life in its purest chaotic form
the reason why zombies werent getting cut by it is because gravity gun launched objects have special tag based interactions
like explosive barrels launched will always explode when they touch a surface regardless of speed
4:51 I feel like some added Polka music would have been appropriate.
12:40
- The Freeman must follow.
- Well..?
As a kid I lived in the arctic, and used the internet over a satellite.
Playing Sven Co-Op was fine, until I touched any moveable object, then it looked something like this!
Luckily, moveable objects weren't as common in Half-Life 1.
All the ragdolls and vehicles look like they’re in a meme SFM video
honestly you're great with non scripted content, would love to see more like this, this was hilarious
With how many interesting launch options there are for source games you could make a cool series of it
The comment for Technoblade was very kind. Every small bit helps the family gain more peace of mind.
10:40 dr. Freemans buttplug was magnetised and his car is now using the troll car concept.
7:16 me when I completely fumble a pickup line
what physics on a HL2 Deathmatch server feels like
1:27 me when i drop a pen
this has to be the most interesting behavior i've ever seen in a video game
Imagine the speed running possibilities when altering the tickrate. I imagine you could create dozens of different categories based on the differing tickrates and potentially use the slower tickrates to your advantage somehow. Not only that, but it would add an entirely new aspect of randomness to runs which could make some runs and break others.
This is why you get a good internet connection people.
Antlion guard be like: "You killed me? Well I'll just fold myself into an envelope and fly elsewhere"
We did it, we turned the LGRPG into a regular rocket launcher
That APC looks really happy!
1:29 the suitcase, went to the backrooms.
Cyberpunk 2077 In Source:
This reminds me of a glitch in Half-Life 1, where if you host the frame rate really high and then make it normal again it makes the game laggy. Not like low fps, more like high ping.
4:09 Me in Apex giving my team absolutely off the wall excuses for why I just pushed full squad by myself
After seeing that suitcase noclip out of the map, I can’t stop thinking of this as some weird level of The Backrooms.
Now, try to get as much tickrate as possible and see what happens
This made me cry laughing more than once.
I really needed that. Thanks man
when you hold an object it feels like your in a gmod multiplayer server
That airboat
Someone needs to make make a HL2 Chaos mod with this being one of possible modifiers.
i would totally play it
What happens when tf2 updates 5 270E-9 times a second?
2:42 the chad 11 updates per second instead of 66 ragdoll
3:02 aye yo the pizzas here!
AGH, NEIGHBOUR!
The entire airboat section had the perfect energetic ost for the non stop bouncy action
9:30 boi went "fuck off crab"
5:50 music fits perfectly XD
laggy hl2rp server
If you remove all the bounds checks for tickrate, you can go as low as 5 without it instantly crashing, however anything physics related (touching a wall, ragdolls, physics objects) will crash the game
I love how it makes the ragdolls extra floppy.
It's like some primordial essence is being sapped from his game to fuel a speedrunner's game.
Imaging people speedrunning HL2 in a speed run category where the game only updates 11 times every second like in this video*. It would be quite interesting to see people speedrun the game when it’s acting like this.
*I think I worded that right
You know its weird cause it makes perfect sense how everything works and why it works the way it does
That’s a great tribute man. Thanks
This video reminds me of the finest gmod jank I ever saw a kid.
I can't believe how well HL2 scales with modern hardware still.
12:44
Antlion Guard:"Huh?.. I'm dead?.. my bad.." *dies* "if I am dead then it's not a problem if I just-" *floats up and flies through sky barrier* "Later"
the car just felt like dayz's cars in good old days
Yo, I'm crying when things in the water got really bad I went "what the hell" and then an ad player about Jesus I honestly can't stop laughing at how dumb this is
To compensate for the worsened physics, the HEV suit upgrades the Jeep's firmware with enhanced kung-fu routines.
Pov: adventures in source spaghetti code.
Like why the gund reload is tick independent but the firing speed of airboat is? (valve should have made it shoot multiple bullets per tick if tickrate gets low)
The bouncy and jank of the vehicles is probably the vehicle trying to keep upright.
1:43
From what I know in game design I don't believe that there's any bounce in the camera, here's why:
In games you usually walk into walls, but this is corrected so fast you don't notice it, as it's done in 1 tick. If that were true that wouldn't be what's going on. Fue to the age of the game physics might be calculated on more then 1 frame as computers weren't as powerful back-then.
This should be a speed run category
I like the gentle pissing sounds in the background of the airboat levels
i saw this and saw your commands & tried it for an hour WITH 1000 TICKSPEED it was kinda similar but props were waiting to get flung and when you spawn is a jeep it starts doing air donuts
The curled up combine elite is funny but the speed of that yeet is just the icing on the cake
The airboat bouncing around was the funniest thing I've seen in a game in quite a while. I was literally fucking crying.
I imagined the airboat was scared of the first zombie it saw