Re: [hlds_linux] High FPS?

2010-08-04 Thread Peter Lindblom
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 the gameserver and its reporting heavy load on 
the system with 1000 and 1500Hz kernels with 1000 fps, even with lower fps 
its quite heavy load, but with a 100Hz kernel and 1000 fps the server isnt 
overloaded and the load graph is very low but the cpu usage is high.

But the fps is droping even the server isnt loaded on TF2.
On dods the fps is stable with 100Hz kernel and 600fps. (droping to 
450fps)


Peter 




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Re: [hlds_linux] High FPS?

2010-08-02 Thread Marco Padovan
In that page the negraph are never showing values over 990fps... even when
set to 10k...

How are those test done?

20k fps can be done and should appear on the netgraph too not only in
rcon stats... right?

On Fri, Jul 30, 2010 at 11:16 AM, Blob b...@amg-it.co.uk wrote:

 I totally agree with you Lee, it s a bit of a mine field but so far it
 looks like a mask.

 Always worth a look:
 http://www.multiplaygameservers.com/help/source-engine-performance-guide
 /


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@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.

 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 freedom to alter it seems to keep them happy.

 The methods used for high fps are generally more of a mask than anything
 beneficial I find.

 If you'd like to try the following lib out:

 http://forums.srcds.com/viewtopic/13230

 If you find any change, please let me know :-)

 Kind Regards
 Lee Gardiner
 RTL-Servers

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Re: [hlds_linux] High FPS?

2010-08-02 Thread Tony Paloma
The net graph won't display server fps values 1000 or higher and will
instead display the last received value that was under 1000 fps. Instead you
can monitor the value right of var: to ensure server fps variance remains
low.

-Original Message-
From: hlds_linux-boun...@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...

How are those test done?

20k fps can be done and should appear on the netgraph too not only in
rcon stats... right?

On Fri, Jul 30, 2010 at 11:16 AM, Blob b...@amg-it.co.uk wrote:

 I totally agree with you Lee, it s a bit of a mine field but so far it 
 looks like a mask.

 Always worth a look:
 http://www.multiplaygameservers.com/help/source-engine-performance-gui
 de
 /


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@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.

 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 freedom to alter it seems to keep them happy.

 The methods used for high fps are generally more of a mask than 
 anything beneficial I find.

 If you'd like to try the following lib out:

 http://forums.srcds.com/viewtopic/13230

 If you find any change, please let me know :-)

 Kind Regards
 Lee Gardiner
 RTL-Servers

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Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

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 well be the server is reporting some other measurement of
fps which isn't consistent with the actual achieved fps due to a measurement 
error
introduced by the high fps.

   Regards
   Steve

- Original Message - 
From: Tony Paloma drunkenf...@hotmail.com




The net graph won't display server fps values 1000 or higher and will
instead display the last received value that was under 1000 fps. Instead you
can monitor the value right of var: to ensure server fps variance remains
low.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com

In that page the negraph are never showing values over 990fps... even when
set to 10k...

How are those test done?

20k fps can be done and should appear on the netgraph too not only in
rcon stats... right?




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Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

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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Re: [hlds_linux] High FPS?

2010-08-02 Thread Tony Paloma
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 as fast as the update rate.

Perhaps the discrepancy between what you are recording on the server and
what you see on the client is method of recording? The value transmitted to
clients to show on the net graph is calculated by Host_AccumulateTime which
just seems to set the frame time to the value passed into _Host_RunFrame (in
the default case) which seems to be the difference in time (Plat_FloatTime)
between calls to CEngine::Frame. The engine frame function seems to call up
to CServerPlugin::GameFrame so if you are using a plugin to calculate the
frame time yourself, I am not sure where the discrepancy would come in.

A client mod could remove the check for  0.001, though not easily. Also, I
assume the check is there to prevent division by zero.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Monday, August 02, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [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.

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.



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. 

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Re: [hlds_linux] High FPS?

2010-08-02 Thread Marek Sieradzki
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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Re: [hlds_linux] High FPS?

2010-08-02 Thread Steven Hartland

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
possible, unless I'm missing something.

If its using Plat_FloatTime that cold easily explain the issues as it
uses gettimeofday on Linux which is not guaranteed to be monotonic, so you
could see the value decrease as ntp nudges the system clock for example.
Obviously if this happened, it could cause all sorts of strange edge cases.

Yes you would need to ensure that you still avoid div by zero. Seems the
display code can deal with %5.1 easily enough for high FPS servers
just need the value of m_flServerFramerate to be correct.

The fact that the fps is guarded by if ( flFrameTime  0.001f ) but
stdev value isn't would explain why its always appears to be way more
accurate which gives more weight to my suspicions about the fps value
having a problem somewhere, possibly server side given the current info.

   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 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 as fast as the update rate.

Perhaps the discrepancy between what you are recording on the server and
what you see on the client is method of recording? The value transmitted to
clients to show on the net graph is calculated by Host_AccumulateTime which
just seems to set the frame time to the value passed into _Host_RunFrame (in
the default case) which seems to be the difference in time (Plat_FloatTime)
between calls to CEngine::Frame. The engine frame function seems to call up
to CServerPlugin::GameFrame so if you are using a plugin to calculate the
frame time yourself, I am not sure where the discrepancy would come in.

A client mod could remove the check for  0.001, though not easily. Also, I
assume the check is there to prevent division by zero.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Monday, August 02, 2010 1:22 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [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.

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.




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. 


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Re: [hlds_linux] High FPS?

2010-08-02 Thread Gary Stanley

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
possible, unless I'm missing something.


I'm assuming you're using those LD_PRELOAD hacks to alter what usleep() does..


If its using Plat_FloatTime that cold easily explain the issues as it
uses gettimeofday on Linux which is not guaranteed to be monotonic, so you
could see the value decrease as ntp nudges the system clock for example.
Obviously if this happened, it could cause all sorts of strange edge cases.


It does use it. I patched it to use clock_gettime and didn't see any 
difference, really. Doesn't matter what you use, the APIs are only as 
good as the timecounters driving them.



-M



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Re: [hlds_linux] High FPS?

2010-08-02 Thread Gary Stanley

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
possible, unless I'm missing something.


I'm assuming you're using those LD_PRELOAD hacks to alter what usleep() does..


If its using Plat_FloatTime that cold easily explain the issues as it
uses gettimeofday on Linux which is not guaranteed to be monotonic, so you
could see the value decrease as ntp nudges the system clock for example.
Obviously if this happened, it could cause all sorts of strange edge cases.


It does use it. I patched it to use clock_gettime and didn't see any 
difference, really. Doesn't matter what you use, the APIs are only as 
good as the timecounters driving them.



-M



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Re: [hlds_linux] High FPS?

2010-07-30 Thread Blob
I totally agree with you Lee, it s a bit of a mine field but so far it
looks like a mask.

Always worth a look:
http://www.multiplaygameservers.com/help/source-engine-performance-guide
/


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@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.

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 freedom to alter it seems to keep them happy.

The methods used for high fps are generally more of a mask than anything
beneficial I find.

If you'd like to try the following lib out:

http://forums.srcds.com/viewtopic/13230

If you find any change, please let me know :-)

Kind Regards
Lee Gardiner
RTL-Servers

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Re: [hlds_linux] High FPS?

2010-07-29 Thread D4rKr0W
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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Re: [hlds_linux] High FPS?

2010-07-29 Thread Ulrich Block

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. I guess server fps are networking actions per 
second since the net_graph ping slightly decreases when you raise them up.



fwaggle schrieb:

 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 processed during the next tick (in 
other words, roughly speaking, it's the precision of the timestamps, 
not the speed at which the server runs).


What advantage to fairness that gives you in-game, I have absolutely 
no idea - as I'm not sure you could, taking into account network lag 
and such, tell the difference in shot registration whether the 
server's timestamps have a granularity of 2ms or 10ms.


I might be entirely mistaken on this understanding of it, I have no 
idea where I read it.


On 7/28/2010 9:45 PM, Cheet ah wrote:

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), orinsert 
technical

discussion here


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Re: [hlds_linux] High FPS?

2010-07-29 Thread Steven Hartland

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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Re: [hlds_linux] High FPS?

2010-07-29 Thread AnAkIn .
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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Re: [hlds_linux] High FPS?

2010-07-29 Thread Henrik Magnusson
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 100fps 
for a secured stable fps and in a way that’s not a lie or is it ?, I don’t
have any fact that its true but maybe.

Br Henrik

-Ursprungligt meddelande-
Från: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
Skickat: den 29 juli 2010 15:20
Till: Half-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://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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 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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-
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http://www.esl.eu/eu/tf2
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Re: [hlds_linux] High FPS?

2010-07-29 Thread AnAkIn .
That's a lie. If you check L4D/L4D2, the server runs at 30 FPS and 30
Tickrate. So by that logic each client would receive 7.5 updates/s, which is
false. All clients receive 30/s.

Some GSPs also claim to sell 3 FPS servers, lol.

2010/7/29 Henrik Magnusson henri...@truefox.se

 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 100fps
 for a secured stable fps and in a way that’s not a lie or is it ?, I don’t
 have any fact that its true but maybe.

 Br Henrik

 -Ursprungligt meddelande-
 Från: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] För AnAkIn .
 Skickat: den 29 juli 2010 15:20
 Till: Half-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://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
  ___
  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.
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
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 --
 Best regards,
 AnAkIn,
 -
 ESL EU TF2 Admin
 http://www.esl.eu/eu/tf2
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 please visit:
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Re: [hlds_linux] High FPS?

2010-07-29 Thread RTL-Servers | Lee

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 freedom to alter it seems to keep them happy.


The methods used for high fps are generally more of a mask than anything 
beneficial I find.


If you'd like to try the following lib out:

http://forums.srcds.com/viewtopic/13230

If you find any change, please let me know :-)

Kind Regards
Lee Gardiner
RTL-Servers

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Re: [hlds_linux] High FPS?

2010-07-29 Thread Steven Hartland

We can actually get a stable 40k+ here, but there's no point ;-)

   Regards
   Steve
- Original Message - 
From: Henrik Magnusson henri...@truefox.se

To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com
Sent: Thursday, July 29, 2010 3:14 PM
Subject: Re: [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 100fps 
for a secured stable fps and in a way that's not a lie or is it ?, I don't

have any fact that its true but maybe.



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] High FPS?

2010-07-29 Thread w4rezz
I have infinite FPS and Tickrate.

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Re: [hlds_linux] High FPS?

2010-07-29 Thread Gary Stanley

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 know.

   Regards
   Steve



Without access to the engine's net_sleep code, it's impossible to 
tell what happens. Nobody can really know.  There is no way that you 
or I could ever document how FPS works. No way.
Posting graphs doesn't tell anyone anything about the internals of 
the game. :)  It would take a very long time to reverse engineer all 
the time functions VALVe uses to step time, plus figure out what they 
effect and what they don't.


The original poster did make me laugh though, the guy who runs that 
FPS meter site is a complete and total moron.





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Re: [hlds_linux] High FPS?

2010-07-29 Thread Seth Schultz
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 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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 please visit:
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Re: [hlds_linux] High FPS?

2010-07-28 Thread fwaggle

 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 processed during the next tick (in 
other words, roughly speaking, it's the precision of the timestamps, not 
the speed at which the server runs).


What advantage to fairness that gives you in-game, I have absolutely no 
idea - as I'm not sure you could, taking into account network lag and 
such, tell the difference in shot registration whether the server's 
timestamps have a granularity of 2ms or 10ms.


I might be entirely mistaken on this understanding of it, I have no idea 
where I read it.


On 7/28/2010 9:45 PM, Cheet ah wrote:

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), orinsert technical
discussion here


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