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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 :)
>
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