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Is there a way I can automatically send this thread to my junkmail box and
still recieve the rest of the HLDS mailing list?


On 9/8/05, James Tucker <[EMAIL PROTECTED]> wrote:
>
>
>
> Whisper wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Well finally an answer that makes logical sense as to why default kernel
> > resolution servers fps seem to sit at around 64
>
> :)
>
> > I didn't write the guide from the techincal perspective, although I'd
> love
> > nothing more than to have all the technical knowledge to not only write
> the
> > document but then explain the underlying logic for each and every step
> of
> > the process.
>
> Then we should begin. Off-list.
>
> > That being said, I also just want shit to work and I also was seeing at
> the
> > time I originally wrote the thread in the STEAM forums every 2nd
> question
> > related to tickrate with nobody able to produce a definitive answer as
> to
> > how to actually make it work and why.
>
> Exactly, and it is for this reason I have a strong appreciation for all
> the hard work you have put in, and again you have my thanks for that.
>
> > My explanation of how rate sv_maxrate sv_minrate relate to each other as
> > well as sv_maxupdaterate sv_minupdaterate cl_updaterate relate to each
> other
> > managed to confuse even the developers on how it works, and I am still
> > trying to work out how to explain it better to a less technical
> audience.
>
> Indeed, technical explanations in simple terms are hard. It is gerneally
> best to stay away from abstractions and generalisations for the simple
> reason that they do not expand well to include other, or more complex
> ideas. There are many examples of this problem available in the archives
> of most technical mailing lists.
>
> Since the last netcode update, where Alfred announced that the cmdrate
> and updaterate numbers should now properly correlate with packets per
> second rates shown in net_channels I have found the technical
> descriptions are now easy to create, and general explanation is much
> simpler. Gone are the days when you had to set cl_updaterate 100 or
> above to get 40-50 packets per second out of a 100 tickrate server in
> certain scenarios. Nowadays, with sane settings on the server, the
> client settings work as expected, and achieve predicable results. The
> same goes for the server settings.
>
> > Just to let you know James, our GSP actually exists to cater primarily
> to
> > broadband users, with the majority sitting on sub 50ms pings and some on
> sub
> > 10ms pings so to give them a good end user experience we tweak the
> servers
> > up for broadband users with good connections and most of us do notice a
> > considerable difference between a 33 tickrate server with default rates,
> and
> > a 66 tickrate server with 20000/100 rates.
>
> Indeed you will. There is no dispute over proper rate selection here :)
> If you look at the settings closely, you will notice that since the
> netcode update, you can set sv_maxupdaterate 66 (I set 67/70 in most
> places, as sometimes it still sends a little more than the tickrate).
> There are no more updates to be sent than the ticks, so 100 is slightly
> overspecified. This does not cause an issue of course, as it's merely a
> cap, and doesn't change anything that occurs in the data flow in this
> scenario.
>
> > On 9/8/05, James Tucker <[EMAIL PROTECTED]> wrote:
> >
> >>
> >>
> >>Whisper wrote:
> >>
> >>>--
> >>>[ Picked text/plain from multipart/alternative ]
> >>>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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> >>please visit:
> >>http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> > --
> >
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> >
>
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