[hlds_linux] Sense of ServerFPS?
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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sense of ServerFPS?
This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sense of ServerFPS?
Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartland kill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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
Re: [hlds_linux] Sense of ServerFPS?
This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 2fps on a server is really waste of resources. -ics 4.2.2011 16:33, Andre Müller kirjoitti: Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartlandkill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sense of ServerFPS?
We run default around 500fps, which is normal. Anything above that is like ics says a waste of resource imho. I still have to find a player that actually will say that he notices a difference between that and 2 fps. On Fri, 04 Feb 2011 16:38:14 +0200, ics i...@ics-base.net wrote: This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 2fps on a server is really waste of resources. -ics 4.2.2011 16:33, Andre Müller kirjoitti: Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartlandkill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 ___ 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
Re: [hlds_linux] Sense of ServerFPS?
I have this same opinion. But I like to see from a Valve-develooper a clear answer. Not a link to any wiki or something else. It prevails among the players of the widespread misconception that more FPS mean, that you hit better or the gamplay is smoother. Meanwhile, it sucks just yet, that providers offer servers for 20,000 FPS. It is finally time that Valve itself refers to the position and finally stops the half-knowledge. 2011/2/4 ics i...@ics-base.net: This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 2fps on a server is really waste of resources. -ics 4.2.2011 16:33, Andre Müller kirjoitti: Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartlandkill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 ___ 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
Re: [hlds_linux] Sense of ServerFPS?
I really have to find an clear answer :-D 2011/2/4 Eric Riemers riem...@binkey.nl: We run default around 500fps, which is normal. Anything above that is like ics says a waste of resource imho. I still have to find a player that actually will say that he notices a difference between that and 2 fps. On Fri, 04 Feb 2011 16:38:14 +0200, ics i...@ics-base.net wrote: This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 2fps on a server is really waste of resources. -ics 4.2.2011 16:33, Andre Müller kirjoitti: Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartlandkill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sense of ServerFPS?
Hi. Sorry for throwing another link in your face, but this can explain alot of it. http://wiki.fragaholics.de/index.php/EN:Server_FAQ#How_important_is_it_to_run_a_srcds-based_server_with_high_fps.3F Im running all my servers with fps_max 70 and that runs as good as 1K FPS. /Chris Sendt fra min iPhone 4 Den 04/02/2011 kl. 16.06 skrev Andre Müller gbs.dead...@googlemail.com: I really have to find an clear answer :-D 2011/2/4 Eric Riemers riem...@binkey.nl: We run default around 500fps, which is normal. Anything above that is like ics says a waste of resource imho. I still have to find a player that actually will say that he notices a difference between that and 2 fps. On Fri, 04 Feb 2011 16:38:14 +0200, ics i...@ics-base.net wrote: This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 2fps on a server is really waste of resources. -ics 4.2.2011 16:33, Andre Müller kirjoitti: Official comments from Valve are useful. I think the developers can say more about the engine. 2011/2/4 Steven Hartlandkill...@multiplay.co.uk: This might help you with this:- http://www.multiplaygameservers.com/help/source-engine-performance-guide/ - Original Message - From: Andre Müller gbs.dead...@googlemail.com To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Friday, February 04, 2011 1:30 PM Subject: [hlds_linux] Sense of ServerFPS? 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. They tell it's not useful, but the customers want's it to have. I think it is the best way when Valve itself care for clarification. What is the best Value for fps_max. I most cases I'm using 70FPS as limit. Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2). Greetings DeaD_EyE sourceserver.info ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return the E.mail to postmas...@multiplay.co.uk. ___ 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 ___ 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 ___ 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
Re: [hlds_linux] Sense of ServerFPS?
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 1) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Sense of ServerFPS?
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 1) 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux