Henry is talking about plugins and other software that mucks with sleep
calls, I believe.
Orangebox automatically enables the multimedia timer as part of its own
operation (and has done so for a couple of months at least), requesting
the highest (1ms) resolution, so no external software is necessary to
enable it; however, it will not hurt to run other applications that also
enable and use the timer. UE3 and Q3-based games (including CoD) do not
request a lower resolution than 1ms, but if they did, that wouldn't
hurt, either, because Windows would just use the higher resolution
internally and approximate the lower resolution for only those applications.
On Windows, enabling HPET would be best with the new engine update,
since it will result in less jitter. This is because Windows actually
uses a 2ms resolution without HPET enabled, and 1ms with it enabled.
Windows does not support a higher timer resolution than 1ms, unlike
modern Linux kernels.
-John
On 10/17/2011 12:47 PM, Brandon R. Miller wrote:
Hmm, well that's no good. What about programs or bios settings that
cause the high resolution timer to be lower than expected?
Unreal 3 engine does this
COD engine does this
Multiple other engines do this as well
Also I believe that even Windows 2008 with HPET enabled in the bios
will have the same effect. Are srcds servers going to run badly if
HPET is enabled or other softwares are installed that cause the high
resolution timer to be 0.997ms?
- Bran
On 10/17/2011 1:44 PM, Henry Goffin wrote:
Oh. I kind of assumed that people wouldn't still be running those
"FPS boost" hacks now. I'm sure that they interact terribly with the
new timing code. Please get rid of those. We probably should have
called that out in the update notice.
On Oct 17, 2011, at 11:21 AM,
"[email protected]"<[email protected]> wrote:
This maybe useful to some people.
I was running higher FPS servers (500 fps) 0n my win 2008R2 server
with sourcefpsbooster running. After the update I noticed lots of
lag but once I disabled the fps booster the lag went away. As there
is no need for it when the tick/fps is locked at 66. So maybe that
will help some of you. I personally now can't tell a difference.
-----Original message-----
From: Dominik Friedrichs [email protected]
Date: Mon, 17 Oct 2011 11:22:06 -0400
To: Half-Life dedicated Win32 server mailing list
[email protected]
Subject: Re: [hlds] Max FPS
I too couldn't care less about the raging nerds who try to squeeze the
last bit of performance out of their game, even if it gives them an
unfair advantage over the majority of other players. The game
should be
fun and fair for everyone. Believe it or not, I'm still playing with a
PC dated 2005 and my client FPS drop below 20 quite often in TF2. I
highly doubt that anyone would notice any difference in server FPS
playing from such a machine, and I'm quite happy that Valve levels the
playing field in this regard. If - for some people - the in-game
experience isn't smooth enough, I recommend getting a life.
On 2011/10/17 16:54, Drogen Viech wrote:
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 :(
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