I see, all our machines are boosted or running with HPET and other game engines
that change the resolution to 1ms so just making sure we weren't going to have
unexplained problems with srcds.
- Bran
On 10/17/2011 3:14 PM, John wrote:
Henry is talking about plugins and other software that mucks with sleep calls,
I believe.
Orangebox automatically enables the multimedia timer as part of its own
operation (and has done so for a couple of months at least), requesting the
highest (1ms) resolution, so no external software is necessary to enable it;
however, it will not hurt to run other applications that also enable and use
the timer. UE3 and Q3-based games (including CoD) do not request a lower
resolution than 1ms, but if they did, that wouldn't hurt, either, because
Windows would just use the higher resolution internally and approximate the
lower resolution for only those applications.
On Windows, enabling HPET would be best with the new engine update, since it
will result in less jitter. This is because Windows actually uses a 2ms
resolution without HPET enabled, and 1ms with it enabled. Windows does not
support a higher timer resolution than 1ms, unlike modern Linux kernels.
-John
On 10/17/2011 12:47 PM, Brandon R. Miller wrote:
Hmm, well that's no good. What about programs or bios settings that cause the
high resolution timer to be lower than expected?
Unreal 3 engine does this
COD engine does this
Multiple other engines do this as well
Also I believe that even Windows 2008 with HPET enabled in the bios will have
the same effect. Are srcds servers going to run badly if HPET is enabled or
other softwares are installed that cause the high resolution timer to be
0.997ms?
- Bran
On 10/17/2011 1:44 PM, Henry Goffin wrote:
Oh. I kind of assumed that people wouldn't still be running those "FPS boost"
hacks now. I'm sure that they interact terribly with the new timing code. Please get rid
of those. We probably should have called that out in the update notice.
On Oct 17, 2011, at 11:21 AM, "mu...@anbservers.net"<mu...@anbservers.net>
wrote:
This maybe useful to some people.
I was running higher FPS servers (500 fps) 0n my win 2008R2 server with
sourcefpsbooster running. After the update I noticed lots of lag but once I
disabled the fps booster the lag went away. As there is no need for it when
the tick/fps is locked at 66. So maybe that will help some of you. I
personally now can't tell a difference.
-----Original message-----
From: Dominik Friedrichs d...@forlix.org
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com
Subject: Re: [hlds] Max FPS
I too couldn't care less about the raging nerds who try to squeeze the
last bit of performance out of their game, even if it gives them an
unfair advantage over the majority of other players. The game should be
fun and fair for everyone. Believe it or not, I'm still playing with a
PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
highly doubt that anyone would notice any difference in server FPS
playing from such a machine, and I'm quite happy that Valve levels the
playing field in this regard. If - for some people - the in-game
experience isn't smooth enough, I recommend getting a life.
On 2011/10/17 16:54, Drogen Viech wrote:
Just one thing - keep going valve, i really appreciate the changes you
guys are doing regarding fps and tickrate! I might even start playing
css again because of this :)
(Please don't start flaming me for spamming your inboxes, i'm just
trying to give valve a heads up instead of raging about locked server
side fps sucks :(
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