I saw it here :
http://store.steampowered.com/news/8175/

- 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 over



2012/8/31 Marco Padovan <[email protected]>

>
> Il 31/08/2012 03:59, Rowien Bolkensteyn ha scritto:
>
> I saw that having FPS superior than tickrate is useless,
>
>
> where you saw that?
>
>  but should I set it a little bit higher in case of a small "drop" ?
>
> No idea, I just let them run as high as the developer set them to go
>
>
> So it's always at least 128 fps
>
> I *suppose* the most important thing is that they do not fluctuate ... and
> RT kernels with proper processes scheduling are exactly to provide a
> deterministic behaviour with guaranteed response times
>
>
>
> 2012/8/31 Marco Padovan <[email protected]>
>
>>  On realtime kernels with proper scheduling fps appear to be more stable
>> (way harder to see it "drop") and "var" always is very very low with little
>> to no variations...
>>
>> This is how I run csgo:
>>
>> https://p.twimg.com/A0rZyhNCYAEU2RR.png
>>
>> :)
>>
>>
>>  Il 31/08/2012 03:22, Rowien Bolkensteyn ha scritto:
>>
>>  Hi,
>>
>>  I know that with CS:GO a server has no point running with 1000FPS.
>>
>>  But my question is : Will the server run better with a RT kernel?
>>
>>
>>  Did someone make some benchmarks?
>>
>>  I'm organizinga LAN in Switzerland in a couple of weeks with CS:GO ;D
>>
>>  --
>> Rowien 'r0w' Bolkensteyn
>>
>>
>>
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>>
>>
>>
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>
>
>
>  --
> Rowien 'r0w' Bolkensteyn
>
>
>
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-- 
Rowien 'r0w' Bolkensteyn
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