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 > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

