At the moment my server runs on 250FPS. It will change a lot if i change the tickrate & fps_max to 66?
2012/6/14 AnAkIn <[email protected]> > 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 >
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