RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Napier, Kevin
A very good find.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Alfred Reynolds
Sent: Monday, April 04, 2005 11:26 PM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 1000fps bug in SRCDS still exists


This is one and the same thing.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, April 04, 2005 8:15 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] 1000fps bug in SRCDS still exists

Sounds good Alfred... curious tho, does this fix also address the drop
in FPS over time with srcds.exe that many admins have been mentioning?

- K2
http://www.hardfought.org

"Alfred Reynolds" <[EMAIL PROTECTED]> wrote:

> Thanks to Bobby's help we believe we have tracked down this problem, a

> fix will be included in the next update. For the technically minded
> amongst you it was caused by a precision problem in a float time
> counter (after a day or two of operation the exponent of the float got

> large enough to loose the precision we need).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Bobby
> Sent: Tuesday, March 22, 2005 8:01 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
>
> Message: 2
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
> Date: Tue, 22 Mar 2005 01:48:15 -0800
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Reply-To: hlds@list.valvesoftware.com
>
> Does it do it if no players join (or only one or two join, perhaps
> with bot= s)? We have run been running servers internally and have yet

> to see this be= havior.
>
> Here is an Easter egg for you guys (and a way for me to get more
> useful dat= a). Add "-BudgetPanel" to the command line and you can see

> a nice breakdown=  of exactly how much time the server is spending in
> each sub system. Note t= hat this panel consumes a fair amount of CPU
> in just displaying itself so d= on't run this constantly on production
servers.
>
> - Alfred
>
>
>
> Alfred
>   I'm seeing this a lot on servers that go empty for 3-4 days, pings
> go to 1000-2000
>
> -Bobby
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
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please
> visit:
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RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Alfred Reynolds
This is one and the same thing.

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, April 04, 2005 8:15 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] 1000fps bug in SRCDS still exists

Sounds good Alfred... curious tho, does this fix also address the drop
in FPS over time with srcds.exe that many admins have been mentioning?

- K2
http://www.hardfought.org

"Alfred Reynolds" <[EMAIL PROTECTED]> wrote:

> Thanks to Bobby's help we believe we have tracked down this problem, a

> fix will be included in the next update. For the technically minded
> amongst you it was caused by a precision problem in a float time
> counter (after a day or two of operation the exponent of the float got

> large enough to loose the precision we need).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Bobby
> Sent: Tuesday, March 22, 2005 8:01 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
>
> Message: 2
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
> Date: Tue, 22 Mar 2005 01:48:15 -0800
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Reply-To: hlds@list.valvesoftware.com
>
> Does it do it if no players join (or only one or two join, perhaps
> with bot= s)? We have run been running servers internally and have yet

> to see this be= havior.
>
> Here is an Easter egg for you guys (and a way for me to get more
> useful dat= a). Add "-BudgetPanel" to the command line and you can see

> a nice breakdown=  of exactly how much time the server is spending in
> each sub system. Note t= hat this panel consumes a fair amount of CPU
> in just displaying itself so d= on't run this constantly on production
servers.
>
> - Alfred
>
>
>
> Alfred
>   I'm seeing this a lot on servers that go empty for 3-4 days, pings
> go to 1000-2000
>
> -Bobby
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,

> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>




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Re: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread k2_1971
Sounds good Alfred... curious tho, does this fix also address the drop in FPS
over time with srcds.exe that many admins have been mentioning?

- K2
http://www.hardfought.org

"Alfred Reynolds" <[EMAIL PROTECTED]> wrote:

> Thanks to Bobby's help we believe we have tracked down this problem, a
> fix will be included in the next update. For the technically minded
> amongst you it was caused by a precision problem in a float time counter
> (after a day or two of operation the exponent of the float got large
> enough to loose the precision we need).
>
> - Alfred
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Bobby
> Sent: Tuesday, March 22, 2005 8:01 AM
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
>
> Message: 2
> Subject: RE: [hlds] 1000fps bug in SRCDS still exists
> Date: Tue, 22 Mar 2005 01:48:15 -0800
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: 
> Reply-To: hlds@list.valvesoftware.com
>
> Does it do it if no players join (or only one or two join, perhaps with
> bot= s)? We have run been running servers internally and have yet to see
> this be= havior.
>
> Here is an Easter egg for you guys (and a way for me to get more useful
> dat= a). Add "-BudgetPanel" to the command line and you can see a nice
> breakdown=  of exactly how much time the server is spending in each sub
> system. Note t= hat this panel consumes a fair amount of CPU in just
> displaying itself so d= on't run this constantly on production servers.
>
> - Alfred
>
>
>
> Alfred
>   I'm seeing this a lot on servers that go empty for 3-4 days, pings go
> to 1000-2000
>
> -Bobby
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please
> visit:
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>




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RE: [hlds] 1000fps bug in SRCDS still exists

2005-04-04 Thread Alfred Reynolds
Thanks to Bobby's help we believe we have tracked down this problem, a
fix will be included in the next update. For the technically minded
amongst you it was caused by a precision problem in a float time counter
(after a day or two of operation the exponent of the float got large
enough to loose the precision we need).

- Alfred

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bobby
Sent: Tuesday, March 22, 2005 8:01 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] 1000fps bug in SRCDS still exists

Message: 2
Subject: RE: [hlds] 1000fps bug in SRCDS still exists
Date: Tue, 22 Mar 2005 01:48:15 -0800
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: 
Reply-To: hlds@list.valvesoftware.com

Does it do it if no players join (or only one or two join, perhaps with
bot= s)? We have run been running servers internally and have yet to see
this be= havior.

Here is an Easter egg for you guys (and a way for me to get more useful
dat= a). Add "-BudgetPanel" to the command line and you can see a nice
breakdown=  of exactly how much time the server is spending in each sub
system. Note t= hat this panel consumes a fair amount of CPU in just
displaying itself so d= on't run this constantly on production servers.

- Alfred



Alfred
  I'm seeing this a lot on servers that go empty for 3-4 days, pings go
to 1000-2000

-Bobby



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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Kyrios
Was just waiting for a reply to add the info that it is a cs:s Server ;)

Meanwhile I continued googling around and read about windows not using
high performance timers at startup and the workaround with starting
mediaplayer or another multimedia programm.

Unfortunatly I can't test it atm since it is a rented server and the
"admins" are offline ;)

I'll try it tomorrow and will let you know.

Also I've now notived that the mtnioned Steam-Support DB Article is
from march 2004. So it's propably for hlds.
This now fits to Alfred's earlier post saying that tickrate greater
100 can create strange problems.
I think the 1FPS Bug is one of those weird problems.


So what I will try tomorrow is:
- tickrate "100"
- MediaPlayer in the background.
- fps_max "greater 300"

I hope/think this will give optimal performance ;)

P.S.: Yes the post was confusing;) That's primary because I've been
really confused. I totally mixed hlds and CSDS information.




On Apr 5, 2005 12:58 AM, Ian mu <[EMAIL PROTECTED]> wrote:
> Not sure if its a little confusing your post, or maybe its just
> meare you talking about css (am assuming so from most of
> commands)? In which case ignore pingboost.
>
> fps_max (faik), is the max settable via rcon etc, so probably wouldn't
> affect it. tickrate would though. It may help if you include the o.s,
> kernel ver etc if applicable as it could be that limiting it as it can
> cause some oddities.
>
> Guessing fps_max probably will create some weird divisors if lower
> than tickrate as it may try to work out something from the original
> tickrate and know it can't go above it/reach it? (Not entirely sure on
> that one, but have seen similar in other game engines).
>
> The dropping down to 1 fps is a bit weird though, and makes me wonder
> a bit if there isn't something setup wrong with your system. Also make
> sure all instances are restarted every day if css etc as its got a
> weird fps halving+ bug which doesn't take all that long to appear.
>
> Anyway, bit more info would probably help those here narrow it down maybe.
>
> On Apr 4, 2005 11:16 PM, Kyrios <[EMAIL PROTECTED]> wrote:
> > Hi List,
> >
> > today I first heard about tickrate. I then searched the steam forums
> > and the Support DB.
> > When I then tried (after reading the support DB "Engine" Article) i
> > decided to try -tickrate 1000.
> >
> > What happend was the server running at 1000fps. After players joined
> > the server the server fps dropped to 1. Unplayable ;)
> >
> > Now i've read on the list that "100" is the maximum suggestable.
> > Trying this has now visible effect.
> >
> > The point why I'm trying all this is that my server fps are allways
> > just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there
> > are runnig 3 other instances on the machine I believe 70fps is far not
> > enough (mostyl because the other instances do idle 23h a day).
> >
> > I also tried to change fps_max from default to higher and lower values.
> >
> > With fps_max 1000 there is no change at all.
> > With fps_max lower than actual fps, the fps are divided and rounded :P
> >
> > Example
> > rcon stats says the server does "61 fps".
> > Then setting fps_max to "58" results in "33,3" fps.
> >
> > Very strange in my eyes.
> >
> > So here is the question ;-) "How can I get more than 70fps or is the
> > server really to slow? Remember the other instances really just idle
> > arround"
> >
> > Also I've read about -pingboost 3 or something like that. What does it
> > actually do?
> >
> > Greets
> > Thorsten
> >
> > P.S.: Sry for my terrible english ;)
> > --
> > [EMAIL PROTECTED]
> > ... black holes are where god divided by zero.
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives, 
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>


--
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Re: [hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Ian mu
Not sure if its a little confusing your post, or maybe its just
meare you talking about css (am assuming so from most of
commands)? In which case ignore pingboost.

fps_max (faik), is the max settable via rcon etc, so probably wouldn't
affect it. tickrate would though. It may help if you include the o.s,
kernel ver etc if applicable as it could be that limiting it as it can
cause some oddities.

Guessing fps_max probably will create some weird divisors if lower
than tickrate as it may try to work out something from the original
tickrate and know it can't go above it/reach it? (Not entirely sure on
that one, but have seen similar in other game engines).

The dropping down to 1 fps is a bit weird though, and makes me wonder
a bit if there isn't something setup wrong with your system. Also make
sure all instances are restarted every day if css etc as its got a
weird fps halving+ bug which doesn't take all that long to appear.

Anyway, bit more info would probably help those here narrow it down maybe.

On Apr 4, 2005 11:16 PM, Kyrios <[EMAIL PROTECTED]> wrote:
> Hi List,
>
> today I first heard about tickrate. I then searched the steam forums
> and the Support DB.
> When I then tried (after reading the support DB "Engine" Article) i
> decided to try -tickrate 1000.
>
> What happend was the server running at 1000fps. After players joined
> the server the server fps dropped to 1. Unplayable ;)
>
> Now i've read on the list that "100" is the maximum suggestable.
> Trying this has now visible effect.
>
> The point why I'm trying all this is that my server fps are allways
> just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there
> are runnig 3 other instances on the machine I believe 70fps is far not
> enough (mostyl because the other instances do idle 23h a day).
>
> I also tried to change fps_max from default to higher and lower values.
>
> With fps_max 1000 there is no change at all.
> With fps_max lower than actual fps, the fps are divided and rounded :P
>
> Example
> rcon stats says the server does "61 fps".
> Then setting fps_max to "58" results in "33,3" fps.
>
> Very strange in my eyes.
>
> So here is the question ;-) "How can I get more than 70fps or is the
> server really to slow? Remember the other instances really just idle
> arround"
>
> Also I've read about -pingboost 3 or something like that. What does it
> actually do?
>
> Greets
> Thorsten
>
> P.S.: Sry for my terrible english ;)
> --
> [EMAIL PROTECTED]
> ... black holes are where god divided by zero.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>

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[hlds] Server at ~70 fps. -tickrate fps_max questions

2005-04-04 Thread Kyrios
Hi List,

today I first heard about tickrate. I then searched the steam forums
and the Support DB.
When I then tried (after reading the support DB "Engine" Article) i
decided to try -tickrate 1000.

What happend was the server running at 1000fps. After players joined
the server the server fps dropped to 1. Unplayable ;)

Now i've read on the list that "100" is the maximum suggestable.
Trying this has now visible effect.

The point why I'm trying all this is that my server fps are allways
just arround 50-70. The machine is a P4 3,6 with 2 GB Ram. Also there
are runnig 3 other instances on the machine I believe 70fps is far not
enough (mostyl because the other instances do idle 23h a day).

I also tried to change fps_max from default to higher and lower values.

With fps_max 1000 there is no change at all.
With fps_max lower than actual fps, the fps are divided and rounded :P

Example
rcon stats says the server does "61 fps".
Then setting fps_max to "58" results in "33,3" fps.

Very strange in my eyes.

So here is the question ;-) "How can I get more than 70fps or is the
server really to slow? Remember the other instances really just idle
arround"

Also I've read about -pingboost 3 or something like that. What does it
actually do?



Greets
Thorsten

P.S.: Sry for my terrible english ;)
--
[EMAIL PROTECTED]
... black holes are where god divided by zero.

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