-- [ Picked text/plain from multipart/alternative ] James Tucker, thanks for the mp_freezetime tip. i didn't think of using it because i like instant play but this may be the only workaround.
infexXxiousservers, i'm running 7 SRCDS instances totaling 144 slots. when all of the servers are empty except for one with 10+ players, the FPS still drops to 10 on certain maps such as surf_bigramp_v2a. CPU load does not exceed 30% when the FPS drops to 10. on average i use no more than 30 slots at the same time between all the servers. Whisper, i'm not sure which questions i missed. can you please point them out to me so i can answer them? thanks. sprout, i am referring to server-side FPS. my client's FPS is above 60 when the server's FPS drops to 10. On 11/6/05, James Tucker <[EMAIL PROTECTED]> wrote: I agree that physics objects reaching equilibrium /can/ cause this issue. > > I will also publicly note that I have seen this behavior lasting various > lengths of time, on every single [production] > source server out there. > > Providing mp_freezetime is greater than the time taken for the server to > overcome this processing issue (whatever it > actually is) then clients have no complaints. > > The worst physics offender I've seen commonly played is a map called > surf_genocide13. The FPS drop for that map is also > replicated on THE CLIENT due to the nature of the physics engine > re-rendering movement on the client also. This lag is > unrelated (IMHO) from the round start FPS reduction. > On 11/6/05, infexXxiousservers <[EMAIL PROTECTED]> wrote: to be homest i wonder how many game servers you have running on your dual > xeon 2.8 > i have a 2.8 that i run a 45 man de_dust cssource, a 32 man cs source , an > d > a 40 man cs source server on and have no fps problems at all. > much more than that may cause the cpu to slip over %50 which would in turn > cause fps to drop On 11/6/05, Whisper <[EMAIL PROTECTED]> wrote: Yeah, he is not the only person who doesn't seem to wish to provide simple > answers to pretty direct questions. > On 11/6/05, sprout <[EMAIL PROTECTED]> wrote: cause its massive data either way for each client not particularly the > server causes it. Many graphics cards kinda go oh shit to seeing tons of > stuff moving all at once(excuse my english) might not be server caused. > Might be user caused. Like my server in atlanta sits mostly at 40 cpu but > with 40 some odd people if we are all near one another with lots of gun > fire > or something for some of the lower class machines not mine :) it goes down > to under 10fps but its not server side its client side. So hate to say it > but u probably need to upgrade your home computer. :) I say go athlon and > get a kick ass vid card with atleast a gig of ram :) > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

