Valve employees. Casually discussing engine bugs through the hlds mailing
list.

Henry, out of interest, how long have you been at engine programmer at
Valve? I haven't seen your name before :o


Kind regards,
*Saul Rennison*


On 11 October 2011 22:03, Henry Goffin <[email protected]> wrote:

> That is a bug; the initial sleep is undershooting due to an integer
> rounding error. Will be addressed in another update.
>
> -henry
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of John
> Sent: Tuesday, October 11, 2011 11:21 AM
> To: [email protected]
> Subject: Re: [hlds] Mandatory TF2 update coming Wednesday
>
> On 10/11/2011 2:25 AM, AnAkIn . wrote:
> > Can anyone from Valve comment about host_timer_spin_ms?
> >
> > This seem to make the FPS more consistent when enabled, it always stay
> > at 66. When it's disabled, it's mostly between 60-70.
>
> It's described in the server as "Use CPU busy-loop for improved timer
> precision (dedicated only)". Without it, it looks like the server runs
> nanosleep to wait 13000000 ns or 14000000 ns (at least, in an empty
> server -- with a busy one, I'd expect this to be less), then submits one
> or more 1000000 ns sleeps in order to align with its desired next tick
> time. With it enabled, it appears that the server just submits one
> nanosleep and then spins the rest of the time for its alignment.
>
> Modern Linux kernels are quite precise when it comes to timers, at least
> when slack is disabled (using chrt or other means). Are there plans to
> take advantage of this with more precise sleeps from the get-go?
>
> -John
>
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