For TF2, we are standardizing on what we think provides the best experience 
because the server market has gotten flooded with bad information and incorrect 
messaging to end users. We are also improving server quality on our side 
because it is partially the neglect of the server which led to the confusion 
and bad messaging.

The latest version of the server has very different "feel" characteristics than 
pre-update at 66.6 tickrate. We will continue to evaluate ways to make the game 
consistently feel better for everyone rather than provide mixed performance 
experiences based on server settings and mods that some admins may not even 
know about. If that means moving some mods to 100 instead of 66 and optimizing 
bandwidth usage in a future update, that is still an option.



On Oct 16, 2011, at 9:35 PM, "Travis Brown" 
<tbrown7...@gmail.com<mailto:tbrown7...@gmail.com>> wrote:

FPS wasnt a useless number. There was a difference in FPS servers quality. Why 
are you wasting efforts on trying to mess up the 100 tick mod? Those who run it 
obviously want it and your trying to sabotage that. Why you all chose to lock 
everything down to on the worst side of the spectrum i dont know. Locking it to 
100 tick and 500FPS would have been much better.

On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin 
<hen...@valvesoftware.com<mailto:hen...@valvesoftware.com>> wrote:
Bandwidth settings, etc should remain unchanged from what they were pre-update. 
FPS has always been a useless number that does not affect server bandwidth or 
update rate unless you also run a binary mod that changes the tickrate of the 
game. (Some server hosts appear to be doing this now that FPS is locked. We 
will be disabling that type of mod soon, FYI.)

In short, don't worry about it and don't change anything unless you really feel 
the need to tinker.


On Oct 16, 2011, at 2:22 PM, "Rob Liu" 
<robl...@gmail.com<mailto:robl...@gmail.com>> wrote:

Can someone please give me a quick run down of the pro and con of server FPS 
cap at 65?
Do I need to change any of my server rate to accommodate this new 65fps cap?

Cheers,

Rob

On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison 
<saul.renni...@gmail.com<mailto:saul.renni...@gmail.com>> wrote:
Your client FPS is completely separate to server FPS...


Kind regards,
Saul Rennison



On 16 October 2011 14:43, Sachin Sud 
<ad...@crazyfreakgamers.com<mailto:ad...@crazyfreakgamers.com>> wrote:
Some of my people are getting 250 to 290 fps in css.


From: 
hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> 
[mailto:hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>]
 On Behalf Of Lane Eckley
Sent: Sunday, October 16, 2011 7:10 PM

To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Max FPS

Advertise much?

-Lane

From: 
hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com> 
[mailto:hlds-boun...@list.valvesoftware.com<mailto:hlds-boun...@list.valvesoftware.com>]
 On Behalf Of Server.it<http://Server.it> - Zelatech srl
Sent: Sunday, October 16, 2011 9:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Max FPS

Still have 1000fps for cs 1.6 and 100 for css on win 2008.


www.Server.it<http://www.Server.it>


From: Saul Rennison<mailto:saul.renni...@gmail.com>
Sent: Sunday, October 16, 2011 3:32 PM
To: Half-Life dedicated Win32 server mailing 
list<mailto:hlds@list.valvesoftware.com>
Subject: Re: [hlds] Max FPS
Yeah, so you might want to remove "1000FPS" from your hostnames, now.


Kind regards,
Saul Rennison
On 16 October 2011 14:30, Cc2iscooL 
<cc2isc...@gmail.com<mailto:cc2isc...@gmail.com>> wrote:

FPS is locked at 66 now.
On Oct 16, 2011 8:27 AM, "Sachin Sud" 
<ad...@crazyfreakgamers.com<mailto:ad...@crazyfreakgamers.com>> wrote:
Hi,

With this update fps_max does not work anymore. The fps is based on the rates 
which we set on the server.
Can someone tell me what max fps getting along with rates they have set on the 
server.

Thanks
Sachin Sud

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