Bit off topic here but,  are we going to see a patch today? Regarding to TF2
hl2.exe crashing?
Also, I heard there's some kind of high-five taunt crash, which will
instantly crash out half of the players on the server.

http://forums.steampowered.com/forums/showthread.php?t=2179130

On Tue, Oct 18, 2011 at 10:35 AM, Henry Goffin <[email protected]>wrote:

> On Windows, we use QueryPerformanceCounter and QueryPerformanceFrequency to
> calculate elapsed time in the main server loop. There is also some startup
> code which measures CPU clock speed by calling QPC in a loop until 1/32 of a
> second has elapsed, but we only use this to estimate CPU speed for crash
> reports.
>
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Gary Stanley
> Sent: Monday, October 17, 2011 2:23 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Max FPS
>
> At 04:11 PM 10/17/2011, Henry Goffin wrote:
> >We rely on a stable OS timer, but we don't rely on CPU cycle counts
> >or directly query the hardware clock. I don't know if that answers
> >your question; I'm not familiar with these setups. We trust that
> >when the OS gives us a high res timer value, that it is correct. I
> >believe that modern Windows versions compensate for clock speed
> >changes automatically. But please report if you think that you are
> >having issues related to variable clock speed.
> >
>
> Do you still use QueryPerformanceCounter() in a loop?
>
>
>
>
>
>
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