Last time I checked the CS GO servers were running at a tickrate of
102.4. Now they recently changed  the default max updaterate/cmdrate
to 64...
I just checked the GetTickInterval function and they added back
-tickrate and are now doing calculations which make me think the
tickrate might be different by default from a server to an other.
One day they say that they want all servers to run at the same
tickrate, an other day they're allowing everybody to change it...

2012/6/14 Philip Giuliani <[email protected]>:
> 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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>
>
>
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-- 
Best regards,
AnAkIn

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