OMFG an insight into how the HLDS netcode works

Treasure the moment people!

On Thu, 24 Feb 2005 22:16:02 -0800, Alfred Reynolds
<[EMAIL PROTECTED]> wrote:
> Tickrate is the number of simulation steps the game runs a second, FPS
> is the number of input loops run a second.
>
> - Alfred
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of List Keeper
> Sent: Thursday, February 24, 2005 10:05 PM
> To: [email protected]
> Subject: Re: [hlds] new command, -tickrate.
>
> So how does -tickrate compare or relate to +fps_max?
>
> ----- Original Message -----
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, February 24, 2005 11:51 PM
> Subject: RE: [hlds] new command, -tickrate.
>
> > -tickrate <hz>
> >
> > So you want
> > -tickrate 85
> >
> > Note that the raw FPS value displayed by the dedicated server is
> > decoupled from the tickrate (one frame may not equal one tick).
> >
> > - Alfred
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Team Pfeffer
> > Sent: Thursday, February 24, 2005 9:47 PM
> > To: [email protected]
> > Subject: [hlds] new command, -tickrate.
> >
> > Can we have a hint the new command "-tickrate" use? I would like to
> > run our CSS game at 85 fps, not 66.
> >
> > -Tech
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