scott brown wrote:
-- [ Picked text/plain from multipart/alternative ] I'm confused. Why do we care what FPS the server gets?
Becuase ticks happen regardless of frames. CHANGES can only be proccessed during a frame, but THE WORLD changes ONCE in ONE tick. So, if you have more frames than ticks, lots of changes can happen in one tick. If you have less frames than ticks, some changes will never happen (READ: bad bullet registration). The above is critical, in that if the above is not adhered to, your server is garunteed mathematically faulty, provable in Turing. What's equally important though is client latency. You only recieve a world update on a tick, i.e. the server sends clients a new picture of the world every tick. Clients send data also in ticks, but not on the same time-line. Clients are always behind, ALWAYS. The more frames your server processes the faster it can process client responses, which actually cuts down on latency significantly. As any Source player will know, it's easy to die in sub second blocks, if the server is waiting another 90ms or so to process your incoming data because that's how long it is to the next frame it's quite upsetting (you can see it on the client).
The max fps for a server dosn't affect the clients max fps. Why should I care if my server console pulls 60 or 300 fps? Wouldn't forcing my console window to 300 fps waste server resources that could be use better by my clients? I'm not flamming, I really want to know. I've been running h-l servers for 5 years and always pull 60-70 fps on any server config on our rental box. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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