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://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 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, 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
>> that tickrate needs 1 frame for simulation, on newer engines 66hz needs 1
>> frame for each hz, so 66fps are required. On high FPS servers like 1000fps
>> and above, what are the other 933 'frames' doing? I can understand
>> everyone
>> wants low latency, what the hell does a 10,000FPS server do better than a
>> 1,000FPS server, besides suck up massive amounts of CPU, for syscalls?
>>
>> Valid reasons should be some kind of code (a plugin that measures latency
>> or
>> bullet spread and prints the numbers for measurement), or <insert
>> technical
>> discussion here>
>>
>> Invalid reasons are the following:
>>
>> - It feels better / I can kill people better
>> - http://www.fpsmeter.org/p,faq.html
>> - Realtime kernels make the FPS more steady
>> - Larger number are always better
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>>
>>
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-- 
Best regards,
AnAkIn,
-------------
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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