It would be awesome to see valve locking some of those stupid cmdrate/updaterate/interp vars too - most people don't have a clue what they do exactly, they just think "higher is better". Also, why does everyone think "rate 25000" is enough for a 2mbit connection? I have set mine to '999999' as it's just a limit - i have never seen source exceede 80kbyte/s, which would even fit into a 1mbit connection.
2010/11/15 Gary Stanley <g...@velocity-servers.net>: > At 02:48 PM 11/15/2010, John wrote: >> >> > Page fault latency wouldn't really cause huge delays at all from an >> > application >> >> If you're referring to what I said about log writes, this doesn't relate >> to page faults. Log lines simply have to be written to disk, and when the OS >> determines that it shouldn't (or can't) cache these writes and return >> immediately, it becomes a blocking operation, leading to reduced server >> performance. I've run extensive tests on this and discussed the situation >> with Valve. > > That is very debatable. I have a hard time believing that writing tiny files > affects 'performance', and I emphasized that word because I have no idea > what baseline performance is in the context of a game server. Writing > anything to disk from cache takes a hit anyways, ie: TLB hits/misses, etc. > > >> > You're always going to have jitter from syscalls, and syscalls are >> > exactly what is used to generate what 'FPS' says.. >> >> Syscall latency is generally not enough to make a server drop from 150 to >> 100 FPS, as in your initial example. If it does, there's a serious OS-side >> performance issue. > > Do you know where the 'FPS' gets it's number from? > > > >> > The point I am trying to make here is that with all the info you >> > provided above, it's still speculation. >> >> By asking that the FPS number be removed from "stats" output, you seem to >> be indicating that it is not a valid measure of performance. I don't believe >> that is the case. > > Again, that is debatable. For too long there have been many many people > (including myself at one point) that claim/claimed high FPS was great and > did this and that. Well, after reverse engineering, I have come to the > conclusion that FPS only drives the engines time for things like snaps (not > sure what the term is for VALVe games, snaps are quake 3 terms) and a few > other things.. > > I guess all and all, people only complain about the FPS of a server because > they don't realize most things in a game are estimated due to general > relativity, interpolation/exterp, prediction, etc. > > > > -M > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux