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[ Picked text/plain from multipart/alternative ]
Well said LDuke but we shouldn't have to take such drastic measures. A few
are ruining the good for the rest. It is you same guys always bickering that
ruins this list.


 On 9/8/05, James Tucker <[EMAIL PROTECTED]> wrote:
>
> Yup, create a filter for the subject line.
>
> LDuke wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 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.
> >>>>
> >>>>_______________________________________________
> >>>>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
> >>
> >
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds
> >
>
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