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
> >
> > _______________________________________________
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>
>
>
> --
> Best regards,
> AnAkIn
>
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