tickrate actually needs to be declared at init of the srcds, fps can be changed 
on the fly, and in configs. configs are effectively changing cvars while the 
server is running, hence the distinction of tickrate being declared at init. 
tickrate cannot be changed once a server has started, however fps can. fps is 
not necessarily tied to tickrates, but they can be influenced by them.

previously tf2 servers could exceed 100fps, and arguably see gains, while a 
tickrate would be set to 100.

currently VALVe is trying to migrate to a static tickrate, so relying on 
tickrate (at least for tf2) in your init is an ill-advised decision.

to declare tickrate, you add "-tickrate X" (X is the tickrate you want) to your 
init script.

Just to re-iterate, tickerate changes are not avised. "The -tickrate command 
line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because 
changing tickrate causes server timing issues. The tickrate is set to 66 in 
CSS, DoD S and TF2, and 30 in L4D and L4D2."

source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
----- Original Message -----
From: Lorne Mock <[email protected]>
Date: Thursday, August 16, 2012 1:13 pm
Subject: Re: [hlds] Tickrate for GoldSrc
To: [email protected]

> 
> Gold Source sys_ticrate 100 or fps 100 ( one or the other not 
> both )Must / should be put in the server.cfg or the 
> multiplayer.cfg .( one or the other not both  )It will not 
> work from the servers command-line. Lorne M.a.k.a. BlyteFrom: 
> [email protected]: [email protected]
> Date: Thu, 16 Aug 2012 14:00:48 -0500
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> 
> 
> 
> 
> sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
> 
> Lorne M.a.k.a. BlyteFrom: [email protected]
> To: [email protected]
> Date: Thu, 16 Aug 2012 18:40:28 +0400
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> 
> So what exactly means ‘server fps’?
>                                                 
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