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.

As you say though a single long frame will easily cause this and the changes
do all seem to be around round restart where the server is doing the most
IO so could easily be that.

So in theory a server which is consistently above 1000 fps is more likely
to display wildly inaccurate fps with this check in place.

Wonder if a client mod could remove this > 0.001 check and let it display
properly?

   Regards
   Steve

----- Original Message ----- From: "Tony Paloma" <drunkenf...@hotmail.com>
To: "'Half-Life dedicated Linux server mailing list'" 
<hlds_linux@list.valvesoftware.com>
Sent: Monday, August 02, 2010 8:28 PM
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,
&m_flServerFramerateStdDeviation );
if ( flFrameTime > 0.001f )
{
m_flServerFramerate = 1.0f / flFrameTime;
}
}

m_flServerFramerate is what is displayed on the netgraph (see
CNetGraphPanel::DrawTextFields) and m_flServerFramerate is updated only if
flFrameTime > 0.001 (i.e. less than 1000fps). All it takes is a single frame
to take longer than normal for you to dip below a calculated 1000fps which
may explain why you see it getting stuck at values the server never seemed
to report.

There is no integer overflow as far as I am aware.


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