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