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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds >
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