This is wrong just like many articles that are written on steam
support. Many haven't been written by Valve and are just copy pasted
from somewhere else.

2012/6/14 Alistair C <[email protected]>:
> Seems at odds with:
>
> https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162
>
> "WHY HIGHER FPS?
>
> The key reason to run higher FPS is the render time. At 1000FPS, the
> server is rendering one frame every 1 millisecond (ms). This means
> that the worst-case adder to the player ping is only 1ms, IE: the
> player gets more accurate data and can get it more often.
>
> At 300FPS it's only 3ms which is perfectly acceptable, but at 100FPS
> it's 10ms, which is a significant percentage of a 100 ping (10%). A
> player with a 100 ping would actually be getting 110ms response time
> from the server. Many AMD systems will only run 60FPS without the ping
> booster which is 17ms.
>
> This is still not too significant but it can change the feel and
> response time of your server for players.
>
> Without the FPS Boost your server will use significantly less CPU but
> accuracy may suffer."
>
>
> ---
>
> Be good to get this cleared up properly.
>
>
>
>
> On 14 June 2012 10:31, Nick Ireland <[email protected]> wrote:
>>
>> http://i.imgur.com/sso5s.png
>>
>> 2.8ghz quad
>>
>> 4 gig ram
>>
>>
>>
>> That’s 1 csgo server with 30 people on it.
>>
>>
>>
>> Make sure you set the servers max_fps to the same as the tickrate as any 
>> higher is a waste..
>>
>>
>>
>> Source on it being a waste:
>>
>> http://store.steampowered.com/news/?appids=730
>>
>> - The most important difference is that the game tick rate is now shown in 
>> the bottom left, which is where “sv:” (server fps) used to be. Server fps is 
>> not really a useful metric for players except when it is below the tick rate 
>> (indicating the server is overloaded). Server FPS above the tick rate is 
>> meaningless.
>>
>>
>>
>>
>>
>> Thanks
>>
>> Nick Ireland
>>
>>
>>
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of Jonathon 
>> King
>> Sent: Thursday, 14 June 2012 2:26 PM
>> To: [email protected]
>> Subject: [Csgo_servers] Server Performance
>>
>>
>>
>> Hello all. Just wondering if some of you other server operators could let me 
>> know what kind of CPU usage you are seeing on populated servers, and your 
>> hardware.
>>
>>
>>
>> This is what I’m seeing with a full 32 player dust2 deathmatch plugin server 
>> (66 tick).
>>
>> http://i.imgur.com/11coR.png
>>
>> It seems pretty high for just 32 players. I’m on a quad core 3.4Ghz with 8GB 
>> RAM. Is SRCDS just inefficient on CSGO, or have I done something wrong? 
>> Hyperthreading is enabled. Could that be a problem? I was hoping to run 64 
>> player servers, but unless I’ve done something wrong, it’s going to take a 
>> supercomputer
>>
>>
>> _______________________________________________
>> Csgo_servers mailing list
>> [email protected]
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
> _______________________________________________
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-- 
Best regards,
AnAkIn

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