N
natrat
Guest
More info from the man himself at Valve, Erik:
"The Counter-Strike models use 9 way blending (parametric animation), which means that there are a bunch of different animations per model that get blended together to give you more fluid movement. If you compare this to the standard HLDM models, for instance, you can imagine how much more math is being done to keep the hitboxes in check. Sorry about the lack of notice on this folks, it was an oversight on our part.
This isn't to say that we're going to leave things as-is. We're going check into where we're spending the most CPU cycles, and maybe we can make things run a little faster. We'll have updates on this and a bunch of other server issues early next week."
"The Counter-Strike models use 9 way blending (parametric animation), which means that there are a bunch of different animations per model that get blended together to give you more fluid movement. If you compare this to the standard HLDM models, for instance, you can imagine how much more math is being done to keep the hitboxes in check. Sorry about the lack of notice on this folks, it was an oversight on our part.
This isn't to say that we're going to leave things as-is. We're going check into where we're spending the most CPU cycles, and maybe we can make things run a little faster. We'll have updates on this and a bunch of other server issues early next week."