That is really good news! Thank you!

I am really glad. I'm really thick and tired to play that "fps-game"
with clients and other hosters.

2011/6/28  <hlds_linux-requ...@list.valvesoftware.com>:
> ------------------------------
>
> Message: 6
> Date: Tue, 28 Jun 2011 08:16:45 +0000
> From: Henry Goffin <hen...@valvesoftware.com>
> To: "hlds_linux@list.valvesoftware.com"
>        <hlds_linux@list.valvesoftware.com>
> Subject: [hlds_linux] fps changes in the last patch
> Message-ID: <501ef4f8-e424-4340-b194-9bf243029...@valvesoftware.com>
> Content-Type: text/plain; charset="us-ascii"
>
> Hi all -
>
> Free to Play brought a huge influx of new users to Team Fortress. To help 
> server counts scale up to match the demand, we are reworking the dedicated 
> server for performance. We want to improve player responsiveness as well as 
> to reduce CPU usage so that hosts can run more servers per physical server.
>
> Some of those changes addressing CPU usage went out last night. Server 
> operators should see a big decrease in CPU load and can potentially run more 
> instances per physical box now. However, a side effect that many of you have 
> noticed is that server FPS has an effective cap of 500 instead of the 
> previous 1000, or possibly even lower than 500 depending on your Linux kernel 
> HZ setting. This should not have a noticeable impact on gameplay as the tick 
> rate is still locked (well, mostly locked) at 66 updates per second and the 
> frames that are being dropped are "empty" frames that do not actually run a 
> server tick.
>
> We're going to address this further in another set of performance 
> improvements. Sorry for the temporary confusion, but we wanted to get these 
> CPU load reduction changes out quickly to help with the Free to Play user 
> crush.
>
> Longer term, we want to move away from FPS as a measure of performance and 
> instead show actual load and responsiveness (jitter/latency) statistics. The 
> difference between a tick and a frame is complicated, and fps_max sometimes 
> affects performance in counter-intuitive ways. We would like to retire 
> fps_max for servers and replace it with a more obvious server performance 
> setting. We'll give you all a heads up before we do so.
>
> Henry G.

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