Whisper wrote:
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Please feel free to write you own or tell us precisely where you think we
are going wrong and why.

I have detailed this inline in each mail. Your guide is generally good,
and is targeted for a different audience than this list. I would be more
than happy to assist you in adding/correcting anyhting. Many thanks for
actually producing it.

 I'd love nothing that a logically correct and complete reproducable guide
on how to get the most out of a server.

Unfortunately, I just agreed to spend most of my time keeping my
information to myself. You have others to thank for that.

 As some of us have come to find out Valve can sometimes be completely open
about certain issues and on others they completely clam up like we we've
mentioned the mad cousin that nobody ever talks about.

Indeed. I got a t-shirt too.

 If in fact THE DEFAULT TIMER RESOLUTION OF THE WINDOWS KERNEL IS 7.8ms. why
do our servers only get around 65fps even though fps_max is clearly set and
defaulted to 300 unless you change it?

Ah, well you see, 65fps isn't 60Hz :)

Typcially (as a general, but not accurate rule) srcds does not run at
greater than (kernel timer resolution/2)fps. This is true of the linux
builds aswell, which more accurately hit 50fps for a 10ms timer which is
the default on 2.4.x branch kernels. FYI - most linux srcds hosts now
use a 1000Hz, or 1ms resolution on linux platforms.

On windows, the timer resoution is around 7.8ms by default, which is
around about 128Hz, which is around about double 65fps. Now clearly, the
correlation is the same, as the code is the same, and the problem is the
same.

srcds clearly contains some timer dependant code, that is referenced at
least twice in one frame. This creates an artificial frame limit, as the
processor will block busy-waiting untill that poll, or will yeild to
other threads, but either way, will not process frame data until the
timer poll.

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