found an old HLDS List  thead that might help in the understandind of 
sys_ticrate , fps , update rates or servers and clients. I'm done -----Original 
Message-----
From: Kevin Ottalini [EMAIL PROTECTED]
Sent: Wednesday, May 17, 2006 11:01 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] more then 1000fps at HLDS
HLDS (HL1 servers) can easily and with little burden run at either ~500 fps
or ~1000 fps.  There is no control over the actual maximum FPS since it is a
motherboard chipset related issue.This is controlled by the "sys_ticrate" CVAR 
so the max setting is:
sys_ticrate 1000Win32 servers will also need to run some sort of 
high-resolution timer
(please see other mail threads about this).We are only talking about HLDS here 
(HL1 servers).  Source (SRCDS) servers
are quite different and (at the moment) appear to run the best at their
default settings.This is not really FPS in the sense of visual FPS,  but rather 
how often the
server will process the available event information (take a "snapshot") and
if needed send an update to clients that need updates.  The more updates the
server sends out the more bandwidth the server will use on the uplink.Clients 
can receive a maximum of 100 updates per second regardless of the
server sys_ticrate setting.A client getting a server update is not the same 
thing as the video FPS that
the client is actually viewing.The client graphics FPS,  which for clients is 
controlled by the scene and
event complexity and the "fps_max" CVAR could indeed be set to fps_max 1000
but anything above 100 is quite silly.  Again, this "viewing FPS" has
nothing to do with the server sys_ticrate setting.The client has a CVAR that 
tells the server how often to send updates, this
is the cl_updaterate CVAR.   cl_updaterate 100 is the maximum (fastest)
setting which the server may or may not allow.  The server can limit the
client maximum via the sv_maxupdaterate CVAR.Again, this has nothing to do with 
the client's VISUAL FPS.OK, so why would a server operator want to run his/her 
server at sys_ticrate
1000?In the case of HL1 servers only, running a faster ticrate on the server can
slightly improve the apparent client latency (sometimes called ping, but
ping is a little different).   If the server is running sys_ticrate 100 then
there is a 10ms interval between server snapshots that can be sent to
clients.  If a client has an 80ms ping distance from the server (real ping
this time) then the maximum latency is 80ms (ping) + 10ms (snapshot rate) or
90ms (latency).If the same server is running at sys_ticrate 1000, then the 
snapshot
interval is only 1ms, so that same player will only see an 81ms latency.Is a 9 
ms savings important during game play?  Probably not, although there
are internet players that claim to be able to feel the difference.  In a LAN
setting this may be different, 10ms extra may be 10X what the ping is on a
LAN (but still, is this important? probably not).Running an HLDS server at a 
higher sys_ticrate should have the overall
effect of keeping what players see on that server more accurate.  This
appears to be a real and valuable effect at the cost of much higher CPU
utilization.The real reason that a server operator might want to run his HLDS 
server at
sys_ticrate 1000 though is that it gives the server the ability to send
updates to individual clients on a more timely basis. Again, this is not
more updates, just updates that don't have to wait very long for the next
server snapshot to happen.This has the overall effect on the server of 
spreading out client updates so
they don't all happen for all clients at the same time.  This can slightly
lower the demand on the server uplink and might help the server to run a
little smoother.Extensive testing on my HLDM server resulted in the conclusion 
that running
sys_ticrate 1000 actually allowed me to add one additional player slot (out
of 10 total) and the server had a much tighter "feel" to events with a
slight improvement in accuracy.Of course, running sys_ticrate 1000 also took my 
average CPU utilization for
a 10-player server from around 3% to around 40% for some maps.Even my old 
800MHz Intel P3 server was able to run sys_ticrate 1000, the
real question is are you overloading your server CPU?  This is a function of
the number of players, the map you are running and the sys_ticrate setting.If 
your CPU is running more the 50% with sys_ticrate 1000 then decrease the
sys_ticrate to 500.For testing purposes, use the Server GUI (don't use 
-console) and look at
the utilization graph.qUiCkSiLvErFrom: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 21:49:49 -0500
Subject: Re: [hlds] Tickrate for GoldSrc





Look into high resolution timer. Such as the one used in Windows Media Player 
Simply having it open in the background without a file playing will start a 
high resolution timer.Then try setting the fps xxx cvar Clients not having 
their cvars in order (FPS  pertaining to graphics,connectivity or whatever ) is 
a different subject.If all of this ticrate stuff is a help or hindrance. That's 
for you to decide.  It can do both  But if I can give a client that knows how 
to tweak (the client side) cvars more fps or whatever a better experience. I 
will try , be it 66,72,128 or 1000 FPS.  This is if the equipment and 
connectivity can handle the load. just how far you can push it. This  is like 
anything else in the world. A crap shoot roll of the dice.  From: 
supp...@isotonic.ru
To: hlds@list.valvesoftware.com
Date: Fri, 17 Aug 2012 02:28:57 +0400
Subject: Re: [hlds] Tickrate for GoldSrc


But how frequently server calculates ‘information about position of players, 
who died, and all that stuff’ by its own?
  From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, August 17, 2012 1:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc And since the clients most likely 
never run with a cl_updaterate above 100, a sys_ticrate above 100 is useless as 
they won't receive new positions more often.2012/8/16 Gavin Langdon 
<puttabu...@gmail.com>Very simply: FPS stands for Frames per Second. The server 
sends messages to the clients at a regular interval with information about 
position of players, who died, and all that stuff. The higher FPS your server 
has, the more messages it will be able to send out about peoples' positions. 
This is not the same as a client's FPS. The client fps can be higher since the 
game does some fancy math to smooth the data out, and there are lots of things 
that happen on the client and not the server. However, if the FPS is really 
low, you'll still get some bad-looking behavior since the client will not get 
as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 
at 4:41 PM, Dmitriy Bobrovskiy <supp...@isotonic.ru> wrote:No one at this time 
hasn’t give an explanation what fps does. But it is key point to 
‘understanding’..                                      
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