We have made some tests with 100Hz, 1000Hz and 1500Hz kernels and the
1000fps is more stable in the 100Hz server.
This is with TF2 and dods. The dods server is quite stable but the TF2
servers isnt, we are still testing and are now compiling a zen + a new rt
kernel.
We have munin installed on
] On Behalf Of
RTL-Servers | Lee
Sent: 29 July 2010 15:33
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] High FPS?
Hello,
We've operated 1000fps servers for around 3-4 years now and I'm unable
to notice any difference between this and a 10,000fps+ server.
We
...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
Padovan
Sent: Monday, August 02, 2010 10:49 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] High FPS?
In that page the negraph are never showing values over 990fps... even when
set to 10k
Pretty much what Tony said expect it doesn't seem to be true that it displays
the last value under 1000 fps, as it often gets stuck at values the servers
never
reported. We suspect that there is also an int overflow in play here which makes
the output totally meaningless.
Alternatively it could
Subject: Re: [hlds_linux] High FPS?
Actually, it is true that it displays the last value under 1000fps. From
vgui_netgraphpanel.cpp:
void CNetGraphPanel::UpdateEstimatedServerFramerate( INetChannelInfo
*netchannel )
{
float flFrameTime;
netchannel-GetRemoteFramerate( flFrameTime
: [hlds_linux] High FPS?
Useful info there Tony thanks for that, any idea what precision that is?
I still suspect something odd is going on with that as logging the frame
times on the server doesn't show any variation during normal play that would
cause the behaviour you see on the fps on netgraph
Frames are well frames during which server performs anything. Frame
can perform a tick. Doing complicated magic to get over 1000 frames
per second serves nothing. But game server companies have to sell
servers.
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Sent: Monday, August 02, 2010 10:05 PM
Subject: Re: [hlds_linux] High FPS?
The frame time transmitted over the network to clients should be precise to
the hundred thousandths, so I don't think that's the issue. However, it also
only receives FPS updates
At 06:33 PM 8/2/2010, Steven Hartland wrote:
hundred thousands would explain it being unable to go above 990, so that
clears something up :)
I'm not using a plugin, I'm using an OS override to correct the interframe
sleep time so its should have the most accurate view of the simulation
At 06:33 PM 8/2/2010, Steven Hartland wrote:
hundred thousands would explain it being unable to go above 990, so that
clears something up :)
I'm not using a plugin, I'm using an OS override to correct the interframe
sleep time so its should have the most accurate view of the simulation
...@list.valvesoftware.com] On Behalf Of
RTL-Servers | Lee
Sent: 29 July 2010 15:33
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] High FPS?
Hello,
We've operated 1000fps servers for around 3-4 years now and I'm unable
to notice any difference between this and a 10,000fps+ server
On Thu, Jul 29, 2010 at 3:45 AM, Cheet ah cah...@gmail.com wrote:
Can anyone, technically, tell me what high FPS is supposed to do?
Uhh, didn't you hear? They're good for advertising unreasonably
overpriced gameservers.
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Explained with on a car:
Elektronical limited maximum speed and throttled aceleration = tickrate
Revelutions per second= fps
If you increase rpm you will get only a higher fuel usage = cpu usage
As long fps are greater than tickrate and pretty stabel you are fine and
nobody cann a difference.
Message -
From: Cheet ah cah...@gmail.com
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, July 29, 2010 2:45 AM
Subject: [hlds_linux] High FPS?
Can anyone, technically, tell me what high FPS is supposed to do? After
reading through the technical documents on valve's site
/ remote or general comments on how to
improve this please let us know.
Regards
Steve
- Original Message - From: Cheet ah cah...@gmail.com
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, July 29, 2010 2:45 AM
Subject: [hlds_linux] High FPS?
Can anyone, technically
-Life dedicated Linux server mailing list
Ämne: Re: [hlds_linux] High FPS?
http://www.gsptruth.com/forum/f79/1000-fps-fairy-tale-125/
2010/7/29 Steven Hartland kill...@multiplay.co.uk
Seems to be a common question, we've collated some information on this
here:
http
dedicated Linux server mailing list
Ämne: Re: [hlds_linux] High FPS?
http://www.gsptruth.com/forum/f79/1000-fps-fairy-tale-125/
2010/7/29 Steven Hartland kill...@multiplay.co.uk
Seems to be a common question, we've collated some information on this
here:
http
Hello,
We've operated 1000fps servers for around 3-4 years now and I'm unable
to notice any difference between this and a 10,000fps+ server.
We do however allow clients the ability to run at high fps' but I've
made it known we find there is no benefit from doing so, giving clients
the
: [hlds_linux] High FPS?
Can't we just rule out 10 000fps is there any operating system even capable
to sustain that kernel tic (10 000hz) ?
I don't think that's possible.
But on the other side some GSP's claim that running hlds servers at 1000fps
makes sure that 10 players on a warserver etch get
I have infinite FPS and Tickrate.
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At 05:33 AM 7/29/2010, Steven Hartland wrote:
Seems to be a common question, we've collated some information on this
here:
http://www.multiplaygameservers.com/help/source-engine-performance-guide/
If any one has anything to add / remote or general comments on how to
improve this please let us
I posted an explanation of Tickrate and FPS here
http://forums.srcds.com/viewtopic/13729. However, as Gary said, its really
just theory. The only way to know for sure is to look at the source code
for the engine.
-DiSTANT
On Wed, Jul 28, 2010 at 9:45 PM, Cheet ah cah...@gmail.com wrote:
Can
Can anyone, technically, tell me what high FPS is supposed to do? After
reading through the technical documents on valve's site, there is no mention
to server FPS in any performance context, at all. The only thing it mentions
is how the server tickrate influences precision of operations. I do know
As I understand it FPS vs Tick works something like this:
66 Tick means 66 times per second, the game world updates what's going
on based on the incoming events as they're timestamped.
I'm led to believe the fames per second is how often the server goes
through and timestamps stuff to be
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