At 08:30 AM 2/4/2011, Andre Müller wrote:
Hi all,
What is the sense of the server-fps in the orangebox engine (CS:S)?
Are there any improofments when you raise the server-fps?
At the moment there are many game server providers which offer
gameservers with more than 20.000 FPS.
All of them are using a libhack to break the 1000FPS-Limit.

I was one of the first people ever to write a 'lib' to alter usleep data to make it return more often, 'cranking' the FPS, so I know quite a big about it. After awhile I noticed the only thing the libs were doing was calling nanosleep more and more, eating up large amounts of CPU power.

There is absolutely NO way a 60fps server does better than a 60,000FPS server. None. Zilch. Nada. The only people who defend High-FPS are the people who have clients (and those clients have an electrical fire in their heads).

The following doesn't make you kill people any better:

1.) Real time kernels
2.) Booster libs
3.) HPET/TSC as a timer
4.) Running processes with SCHED_FIFO
5.) x86_64 based kernels
6.) Stable FPS
7.) Better ethernet card drivers.

People who sell high FPS servers (over 10000) with libs are RIPPING PEOPLE OFF. Because libs alter usleep to return more often, so when the game calls

game -> gettimeofday() */ step time in the engine */
game -> usleep(1000);
OS -> return 1ms or a little more due to scheduler and timers
game -> gettimeofday(); /* step time again, calculate last usleep/gettimeofday delay and subtract difference and round it up for FPS*/

Here's what a cheating lib does:

game -> gettimeofday() */ step time in the engine */
game -> usleep(1000);
OS -> Return < 1ms
gettimeofday(); /* step time again, calculate last usleep delay and subtract difference and round it up */

You're altering the struct timeval in usleep to return MORE often, reducing the delays. This is cheating because the engine calls usleep(1000); and not usleep(10);






http://leaf.dragonflybsd.org/~gary








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