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hehe @ Steve...
 Scott, I think the server fps is a bit of a misleading term in some
respects (but probably not to the devs), in that afaik with the source
engine the server fps is related to communication input/output, and the
higher it is, the faster (possibly) you may get a turnaround from the server
in terms of client -> server -> client response. I tend to think of server
fps in source as more input frequency, whereas in some other engines it
seems to be more gamestate changes (which is more tickrate in source).
Naturally someone will correct me where I'm wrong.

 On 10/1/05, Steven Hartland <[EMAIL PROTECTED]> wrote:
>
> The caps lock key is in the mid left of your keyboard btw.
>
> ----- Original Message -----
> From: "[xxx] clan" <[EMAIL PROTECTED]>
> >I AGREE, WITH FPSBOOSTER I PULL DOWN AS MANY AS 80 FPS MORE,AND I SEE THE
> > DIFFERENCE IN GAME AND IT REDUCES STRESS ON MY CPU
>
>
>
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