fps_max <> server tick rate

>________________________________
>From: AnAkIn . <anakin...@gmail.com>
>To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list 
><hlds@list.valvesoftware.com>
>Sent: Tuesday, 5 July 2011, 17:25
>Subject: Re: [hlds] Lower server-side FPS with recent updates?
>
>
>It's just because fps_max doesn't set the fps limit correctly on the servers. 
>If you put it on 100 you'll end up having 64 fps, etc.
>If fps_max would work correctly and you would get a constant 66 fps, then it's 
>pointless to have anything above that.
>
>
>2011/7/5 TRISTAN MARLER <bloodyi...@shaw.ca>
>
>If you run fps_max 66 your hit detection will suffer. I've competed on servers 
>which were 200ish compared to a 1000fps server and noticed a measurable 
>difference in hit detection, both on the opponent and rocket jumping. However 
>over 1000fps has no bonus as far as I can tell. However, 66 fps server side 
>limit is grossly short. I recommend against this completely.
>>
>>
>>-BloodyIron
>>
>>
>>----- Original Message -----
>>From: Joseph Wu <jos...@puregsp.com>
>>Date: Tuesday, July 5, 2011 12:58 am
>>Subject: [hlds]  Lower server-side FPS with recent updates?
>>To: hlds@list.valvesoftware.com
>>
>>> Yes. They changed the code in SRCDS to lower idle cpu usage.
>>> 
>>> First you want to check if HPET is enabled on your server box. 
>>> And then run
>>> your servers with the fps_max at 500 thus you should be able to 
>>> get a
>>> semi-stable 500FPS. But valve and I highly recommend you running your
>>> servers at the native 66fps/tick which is fps_max 66
>>> 
>>> 
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>
>
>-- 
>Best regards,
>AnAkIn,
>-------------
>ESL EU TF2 Admin
>http://www.esl.eu/eu/tf2
>
>
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