[hlds] Frame limiter code....

2007-04-29 Thread Frank T. O'Connor
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?



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Re: [hlds] Frame limiter code....

2007-04-29 Thread Whisper
--
[ 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?



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Re: [hlds] Frame limiter code....

2007-04-29 Thread Gary Stanley

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


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[hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread AnAkIn .
--
[ 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
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Re: [hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread Roman Hatsiev

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
--

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Re: [hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread AnAkIn .
--
[ 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
  --
 
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Re: [hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread Roman Hatsiev

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
  --
 
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Re: [hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread AnAkIn .
--
[ 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
--
   
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 archives,
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RE: [hlds] Alfred, can you make some things under mp_consistency please?

2007-04-29 Thread Luke Lewis

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...



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