Valve has already said multiple times that it's per tick.

2012/6/14 Nick Ireland <nick.k.irel...@gmail.com>:
> 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: csgo_servers-boun...@list.valvesoftware.com
> [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Alistair C
> Sent: Thursday, 14 June 2012 8:06 PM
> To: csgo_servers@list.valvesoftware.com
> 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 <nick.k.irel...@gmail.com> 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: csgo_servers-boun...@list.valvesoftware.com
>> [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
>> Jonathon King
>> Sent: Thursday, 14 June 2012 2:26 PM
>> To: csgo_servers@list.valvesoftware.com
>> 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
>>
>>
>> _______________________________________________
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>> Csgo_servers@list.valvesoftware.com
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
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-- 
Best regards,
AnAkIn

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