Just one thing - keep going valve, i really appreciate the changes you
guys are doing regarding fps and tickrate! I might even start playing
css again because of this :)
(Please don't start flaming me for spamming your inboxes, i'm just
trying to give valve a heads up instead of raging about locked server
side fps sucks :(

2011/10/17 Saint K. <[email protected]>:
> Here is a good start; 
> http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
> ________________________________________
> From: [email protected] 
> [[email protected]] On Behalf Of lwf [[email protected]]
> Sent: 17 October 2011 16:09
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Max FPS
>
> What is needed is some official, easy to understand but still complete
> documentation so that server OPs and players don't rely on hearsay.
>
> For example, what does tickrate mean? How does client and server FPS
> affect the game other than just how often I can get a new image on my
> monitor? What are the reasons for the default cmdrate, updaterate,
> rate, interp and interp_ratio values and what do they mean? What
> happens if you increase them? What if you decrease them? Are different
> values better for different kinds of weapons or classes? Can a high
> ping give you an advantage? Can a low ping give you an advantage? If I
> copy the settings of self proclaimed CS 1.6 experts, will I get more
> headshots? Which number is the prettiest, 66, 67, 101 or 121? Is it a
> good idea to force every client to run at the highest possible
> cmd/updaterate? Should I simultaneously also force a really low rate
> while doing this?
>
> There is already some great stuff on the Valve dev wiki, but it's
> neither complete nor easy to understand. Better information will be
> the only way you could bury misconceptions and everyone (almost) will
> gain from it.
>
> On Mon, Oct 17, 2011 at 07:00, Henry Goffin <[email protected]> wrote:
>> There have been long threads about this in the past. Higher FPS had an
>> unpredictable and small, but real, impact on "jitter" - depending on server
>> OS settings and other complicated factors, a 1000 FPS server might have
>> processed packets a few milliseconds sooner than the same server at 500
>> FPS... Or not. The engine has been significantly reworked to eliminate this
>> extremely subtle effect. Chances are that most players would not have passed
>> a double-blind A/B test for guessing if a server on equivalent hardware and
>> CPU load was running at 300 or 1000 FPS. But that is irrelevant because the
>> engine now has less jitter at 66 than it used to at 1000 under any
>> conditions.
>> Let's please bury the FPS topic forever now. There are other issues worth
>> focusing on, and I would hope that server admins have better things to do
>> than debate irrelevant numbers over the Internet. ... Well, I can dream,
>> can't I? :)
>>
>> On Oct 16, 2011, at 9:46 PM, "Travis Brown" <[email protected]> wrote:
>>
>> I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
>> make it work properly but they dont. even locked at 66 tick as it is now
>> isnt stable at all. If it boiled down to FPS greater then tickrate then why
>> is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
>> kind of throws the pointless out the window.
>>
>> On Mon, Oct 17, 2011 at 12:39 AM, James Botting <[email protected]>
>> wrote:
>>>
>>> Tf2 dosen't work properly at 100tick. That's why they disabled it.
>>> Valve are tying to make a more uniform experience for all players. And at
>>> the end of the day, they have the right to do that and you can't stop them.
>>> There have been so many discussions over fps and it has all boiled down to
>>> an fps being greater than the server tick rate being entirely pointless, so
>>> if you want to waste your CPU just so you can have a higher number then be
>>> my guest.
>>>
>>> On 17 Oct 2011, at 05:35, Travis Brown <[email protected]> wrote:
>>>
>>> FPS wasnt a useless number. There was a difference in FPS servers quality.
>>> Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
>>> run it obviously want it and your trying to sabotage that. Why you all chose
>>> to lock everything down to on the worst side of the spectrum i dont know.
>>> Locking it to 100 tick and 500FPS would have been much better.
>>>
>>> On Mon, Oct 17, 2011 at 12:20 AM, Henry Goffin <[email protected]>
>>> wrote:
>>>>
>>>> Bandwidth settings, etc should remain unchanged from what they were
>>>> pre-update. FPS has always been a useless number that does not affect 
>>>> server
>>>> bandwidth or update rate unless you also run a binary mod that changes the
>>>> tickrate of the game. (Some server hosts appear to be doing this now that
>>>> FPS is locked. We will be disabling that type of mod soon, FYI.)
>>>> In short, don't worry about it and don't change anything unless you
>>>> really feel the need to tinker.
>>>>
>>>> On Oct 16, 2011, at 2:22 PM, "Rob Liu" <[email protected]> wrote:
>>>>
>>>> Can someone please give me a quick run down of the pro and con of server
>>>> FPS cap at 65?
>>>> Do I need to change any of my server rate to accommodate this new 65fps
>>>> cap?
>>>>
>>>> Cheers,
>>>>
>>>> Rob
>>>>
>>>> On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison <[email protected]>
>>>> wrote:
>>>>>
>>>>> Your client FPS is completely separate to server FPS...
>>>>>
>>>>>
>>>>> Kind regards,
>>>>> Saul Rennison
>>>>>
>>>>>
>>>>> On 16 October 2011 14:43, Sachin Sud <[email protected]> wrote:
>>>>>>
>>>>>> Some of my people are getting 250 to 290 fps in css.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> From: [email protected]
>>>>>> [mailto:[email protected]] On Behalf Of Lane Eckley
>>>>>> Sent: Sunday, October 16, 2011 7:10 PM
>>>>>>
>>>>>> To: 'Half-Life dedicated Win32 server mailing list'
>>>>>> Subject: Re: [hlds] Max FPS
>>>>>>
>>>>>>
>>>>>>
>>>>>> Advertise much?
>>>>>>
>>>>>>
>>>>>>
>>>>>> -Lane
>>>>>>
>>>>>>
>>>>>>
>>>>>> From: [email protected]
>>>>>> [mailto:[email protected]] On Behalf Of Server.it -
>>>>>> Zelatech srl
>>>>>> Sent: Sunday, October 16, 2011 9:35 AM
>>>>>> To: Half-Life dedicated Win32 server mailing list
>>>>>> Subject: Re: [hlds] Max FPS
>>>>>>
>>>>>>
>>>>>>
>>>>>> Still have 1000fps for cs 1.6 and 100 for css on win 2008.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> www.Server.it
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> From: Saul Rennison
>>>>>>
>>>>>> Sent: Sunday, October 16, 2011 3:32 PM
>>>>>>
>>>>>> To: Half-Life dedicated Win32 server mailing list
>>>>>>
>>>>>> Subject: Re: [hlds] Max FPS
>>>>>>
>>>>>> Yeah, so you might want to remove "1000FPS" from your hostnames, now.
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> Kind regards,
>>>>>>
>>>>>> Saul Rennison
>>>>>>
>>>>>> On 16 October 2011 14:30, Cc2iscooL <[email protected]> wrote:
>>>>>>
>>>>>> FPS is locked at 66 now.
>>>>>>
>>>>>> On Oct 16, 2011 8:27 AM, "Sachin Sud" <[email protected]>
>>>>>> wrote:
>>>>>>
>>>>>> Hi,
>>>>>>
>>>>>>
>>>>>>
>>>>>> With this update fps_max does not work anymore. The fps is based on the
>>>>>> rates which we set on the server.
>>>>>>
>>>>>> Can someone tell me what max fps getting along with rates they have set
>>>>>> on the server.
>>>>>>
>>>>>>
>>>>>>
>>>>>> Thanks
>>>>>>
>>>>>> Sachin Sud
>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>>
>>>>>>
>>>>>> ________________________________
>>>>>>
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>>>>>> please visit:
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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>
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>>>
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>>
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>>
>
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