Alright, so how exactly are we going to tell if we're near to going under the 
fps limit if we can't tell how far above the clamp we are?

I understand the reasoning behind this, but I suspect this could cause problems 
on slower systems for determining limitations on equipment.

----- Original Message -----
From: John <[email protected]>
Date: Thursday, July 21, 2011 1:57 am
Subject: Re: [hlds] upcoming orange box framerate changes
To: Half-Life dedicated Win32 server mailing list <[email protected]>

> 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
> 
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