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 > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Best regards, AnAkIn _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
