[hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Andre Müller
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

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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Steven Hartland

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

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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Andre Müller
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

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 please visit:
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 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread ics
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

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disseminating it or any information contained in it.
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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Eric Riemers
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

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


 
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 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.


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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Andre Müller
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.


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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Andre Müller
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.


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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Christoffer Pedersen
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.
 
 
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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Gary Stanley

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








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Re: [hlds_linux] Sense of ServerFPS?

2011-02-04 Thread Gary Stanley

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








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