That and it would be nice to have CPU actually mean something useful too. It can be over 140 and there not be server side lag yet at 30 you can find it, therefore I conclude that it is not an indicator of that. Actually I have never seen anything that even tells me what the CPU measure means let alone how it helps me optimize my server, other than it is some indication of load. However, I can measure load in actual CPU usage which never gets very high....
On Thu, Jul 21, 2011 at 3:57 AM, John <[email protected]>wrote: > On 7/21/2011 12:36 AM, Emil Larsson wrote: > >> I always thought the high-FPS business was a bit shady anyway, though I >> expect complaints from server admins who don't know better. Smoother >> gameplay with less jitter sounds good though. >> > > I wouldn't blame players or admins too much for thinking that FPS is > important, as it has historically been the most prominent measure of server > performance given to us by Valve. After all, it's shown at the top of the > Windows server window, it's included in "stats" output, and it was even > added to the client's net_graph output. (Also, somewhat confusingly, in > GoldSrc the tickrate scales with the FPS, so it means something more > substantial there.) > > The problem has always been that the FPS just doesn't tell us as much as > we'd like about what's going on internally. If Valve removes the FPS > readouts and replaces them with other, more useful metrics like jitter and > skipped ticks, users and companies will naturally migrate to optimizing > those, instead, and this will be a positive thing. > > -John > > > ______________________________**_________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/**mailman/listinfo/hlds<http://list.valvesoftware.com/mailman/listinfo/hlds> >
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