>From what I make of
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking the
only time a client receives game data from the server is per tick, not per
server frame..

Could be wrong, like you said it would be good to get it cleared up. We
should all tweet bomb @csgo_dev ;)


Thanks
Nick Ireland


-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Alistair C
Sent: Thursday, 14 June 2012 8:06 PM
To: [email protected]
Subject: Re: [Csgo_servers] Server Performance

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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