[hlds] Frame limiter code....
Can anyone shed some light on which method srcds.exe is using on Windows to limit it's framerate (in repsect to FPS_MAX)? Is it simply doing a sleep() command, or some more complex algo? I know most of us are running some code (srcdsfpsboost.exe or others) to use winmm.lib to crank up the windows scheduler to 1000hz, but I doubt many of us realize how 'bad' and 'evil' this is. Forcing the scheduling quantum to 1ms isn't even solving our problem fully. Yeah, we're getting around 500hz, and we can see via stats 512fps, but really nothing should prevent us from getting 1000fps w/o wasting the scheduler. winmm.lib, timeBeginPeriod, and all that jazz isn't going to fully correct the inaccurcy of a sleep(1) call returning 2ms later. And this is the inherent problem with this whole thing. I don't care if you run the process as REALTIME with the scheduler at 1000hz, sleep(1) will still more often than not return 1.9ms later. There are options to relying on sleep() exclusively (if this is what's done). There are options that don't require us overclocking the scheduler and forcing extra contex-switches, message pump pumping, cache dumps, and everything else that the scheduler does when it preempts. The options would be architecture specific, but the code would be rather tight. Is there any interest in this? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Frame limiter code....
-- [ Picked text/plain from multipart/alternative ] I asked on this list a while back for something that made the SRCDS run at X fps whilst leaving all the other processes alone. On 4/29/07, Frank T. O'Connor [EMAIL PROTECTED] wrote: Can anyone shed some light on which method srcds.exe is using on Windows to limit it's framerate (in repsect to FPS_MAX)? Is it simply doing a sleep() command, or some more complex algo? I know most of us are running some code (srcdsfpsboost.exe or others) to use winmm.lib to crank up the windows scheduler to 1000hz, but I doubt many of us realize how 'bad' and 'evil' this is. Forcing the scheduling quantum to 1ms isn't even solving our problem fully. Yeah, we're getting around 500hz, and we can see via stats 512fps, but really nothing should prevent us from getting 1000fps w/o wasting the scheduler. winmm.lib, timeBeginPeriod, and all that jazz isn't going to fully correct the inaccurcy of a sleep(1) call returning 2ms later. And this is the inherent problem with this whole thing. I don't care if you run the process as REALTIME with the scheduler at 1000hz, sleep(1) will still more often than not return 1.9ms later. There are options to relying on sleep() exclusively (if this is what's done). There are options that don't require us overclocking the scheduler and forcing extra contex-switches, message pump pumping, cache dumps, and everything else that the scheduler does when it preempts. The options would be architecture specific, but the code would be rather tight. Is there any interest in this? ___ 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
Re: [hlds] Frame limiter code....
At 04:50 AM 4/29/2007, Frank T. O'Connor wrote: Can anyone shed some light on which method srcds.exe is using on Windows to limit it's framerate (in repsect to FPS_MAX)? Is it simply doing a sleep() command, or some more complex algo? I know most of us are running some code (srcdsfpsboost.exe or others) to use winmm.lib to crank up the windows scheduler to 1000hz, but I doubt many of us realize how 'bad' and 'evil' this is. Forcing the scheduling quantum to 1ms isn't even solving our problem fully. Yeah, we're getting around 500hz, and we can see via stats 512fps, but really nothing should prevent us from getting 1000fps w/o wasting the scheduler. winmm.lib, timeBeginPeriod, and all that jazz isn't going to fully correct the inaccurcy of a sleep(1) call returning 2ms later. And this is the inherent problem with this whole thing. I don't care if you run the process as REALTIME with the scheduler at 1000hz, sleep(1) will still more often than not return 1.9ms later. HAL has alot to do with how sleep() returns. The only way to get super high framerates on SMP is to wrap sleep() inside QueryPerformanceCounter() which will work with/without SMP. G. Stanley Engineering (AS36352) Velocity Servers, Inc [EMAIL PROTECTED] http://leaf.dragonflybsd.org/~gary ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Alfred, can you make some things under mp_consistency please?
-- [ Picked text/plain from multipart/alternative ] This was posted on HLDS Linux mailing list, but I didn't get an answer, so I post it here: Hello Alfred, To prevent easy-cheating on CS 1.6, I would like to know if you could do this: 1) Make the smoke sprite under mp_consistency checks, because of people using No Smoke. 2) Making .wad files under mp_consistency check to prevent people from using modified textures to have white walls? I know those exploits are old, but many people use it. I have also two questions: I would like to know what is the max rate limitation of the HL1 Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read 2. But a lot of servers make sv_maxrate on 25000. And what does cl_gaitestimation ? (I just know that it's a netcode cvar) PS: Sorry if my english is sometimes bad. Thanks you. - AnAkIn -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Alfred, can you make some things under mp_consistency please?
HL1 engine is dead. No one is going to touch it. We have to live with it. On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This was posted on HLDS Linux mailing list, but I didn't get an answer, so I post it here: Hello Alfred, To prevent easy-cheating on CS 1.6, I would like to know if you could do this: 1) Make the smoke sprite under mp_consistency checks, because of people using No Smoke. 2) Making .wad files under mp_consistency check to prevent people from using modified textures to have white walls? I know those exploits are old, but many people use it. I have also two questions: I would like to know what is the max rate limitation of the HL1 Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read 2. But a lot of servers make sv_maxrate on 25000. And what does cl_gaitestimation ? (I just know that it's a netcode cvar) PS: Sorry if my english is sometimes bad. Thanks you. - AnAkIn -- ___ 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
Re: [hlds] Alfred, can you make some things under mp_consistency please?
-- [ Picked text/plain from multipart/alternative ] Even if it's dead, they still do fix for things sometimes. And I think it won't take too much time to just make a sprite under mp_consistency? 2007/4/29, Roman Hatsiev [EMAIL PROTECTED]: HL1 engine is dead. No one is going to touch it. We have to live with it. On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This was posted on HLDS Linux mailing list, but I didn't get an answer, so I post it here: Hello Alfred, To prevent easy-cheating on CS 1.6, I would like to know if you could do this: 1) Make the smoke sprite under mp_consistency checks, because of people using No Smoke. 2) Making .wad files under mp_consistency check to prevent people from using modified textures to have white walls? I know those exploits are old, but many people use it. I have also two questions: I would like to know what is the max rate limitation of the HL1 Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read 2. But a lot of servers make sv_maxrate on 25000. And what does cl_gaitestimation ? (I just know that it's a netcode cvar) PS: Sorry if my english is sometimes bad. Thanks you. - AnAkIn -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Alfred, can you make some things under mp_consistency please?
Yes, they fix critical things sometimes, but SMP bug in Windows version is still there for example though I personally consider it critical. I can come up with long list of relatively simple to implement features for HL1 but that would be just a waste of time since HL1 engine is dead. End of story... On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Even if it's dead, they still do fix for things sometimes. And I think it won't take too much time to just make a sprite under mp_consistency? 2007/4/29, Roman Hatsiev [EMAIL PROTECTED]: HL1 engine is dead. No one is going to touch it. We have to live with it. On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This was posted on HLDS Linux mailing list, but I didn't get an answer, so I post it here: Hello Alfred, To prevent easy-cheating on CS 1.6, I would like to know if you could do this: 1) Make the smoke sprite under mp_consistency checks, because of people using No Smoke. 2) Making .wad files under mp_consistency check to prevent people from using modified textures to have white walls? I know those exploits are old, but many people use it. I have also two questions: I would like to know what is the max rate limitation of the HL1 Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read 2. But a lot of servers make sv_maxrate on 25000. And what does cl_gaitestimation ? (I just know that it's a netcode cvar) PS: Sorry if my english is sometimes bad. Thanks you. - AnAkIn -- ___ 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 -- ___ 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
Re: [hlds] Alfred, can you make some things under mp_consistency please?
-- [ Picked text/plain from multipart/alternative ] There are still more people playing CS 1.6 than source, it's not as dead as that. By the way if someone know about max rate and cl_gaitestimation... 2007/4/29, Roman Hatsiev [EMAIL PROTECTED]: Yes, they fix critical things sometimes, but SMP bug in Windows version is still there for example though I personally consider it critical. I can come up with long list of relatively simple to implement features for HL1 but that would be just a waste of time since HL1 engine is dead. End of story... On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] Even if it's dead, they still do fix for things sometimes. And I think it won't take too much time to just make a sprite under mp_consistency? 2007/4/29, Roman Hatsiev [EMAIL PROTECTED]: HL1 engine is dead. No one is going to touch it. We have to live with it. On 29/04/07, AnAkIn . [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] This was posted on HLDS Linux mailing list, but I didn't get an answer, so I post it here: Hello Alfred, To prevent easy-cheating on CS 1.6, I would like to know if you could do this: 1) Make the smoke sprite under mp_consistency checks, because of people using No Smoke. 2) Making .wad files under mp_consistency check to prevent people from using modified textures to have white walls? I know those exploits are old, but many people use it. I have also two questions: I would like to know what is the max rate limitation of the HL1 Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read 2. But a lot of servers make sv_maxrate on 25000. And what does cl_gaitestimation ? (I just know that it's a netcode cvar) PS: Sorry if my english is sometimes bad. Thanks you. - AnAkIn -- ___ 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 -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Alfred, can you make some things under mp_consistency please?
It sure is dead, must be why they put advertisements in it.Least they could do is fix some relatively minor issues people have had since the beginning. -BeNt- -Original Message- On Behalf Of Roman Hatsiev Sent: Sunday, April 29, 2007 8:50 AM Yes, they fix critical things sometimes, but SMP bug in Windows version is still there for example though I personally consider it critical. I can come up with long list of relatively simple to implement features for HL1 but that would be just a waste of time since HL1 engine is dead. End of story... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds