I think hit registration is based on communications between the clients and the servers, more than the speed of the server. When I play overseas, I get shot by an opponent after I go around a corner. The "prediction" side of the coding needs some tweaking.
I could be wrong, but that's my take. Keeper -----Original Message----- From: Kveri [mailto:[EMAIL PROTECTED] Sent: Monday, January 14, 2008 2:06 PM To: [email protected] Subject: [hlds] Hit registration Hello, what is affecting hit registration? stable FPS or high FPS? I have one of my boxes (2x quad xeon 5335 ~ 2000MHz) 8gigs of ram, servers (approximately 8) running at 1000FPS and hit registration is pretty nice, but i have also 2x dual core xeon 3000 series, about 30 servers running at 333FPS and hit registration is not that good as on first box. Is hit registration depending on load or CPU? I'm using newest hlds on linux, HPT, SMP, no force preemtition (server). Thanks _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

