But how frequently server calculates ‘information about position of players, 
who died, and all that stuff’ by its own?

 

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of AnAkIn
Sent: Friday, August 17, 2012 1:32 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc

 

And since the clients most likely never run with a cl_updaterate above 100, a 
sys_ticrate above 100 is useless as they won't receive new positions more often.

2012/8/16 Gavin Langdon <[email protected]>

Very simply: FPS stands for Frames per Second. The server sends messages to the 
clients at a regular interval with information about position of players, who 
died, and all that stuff. The higher FPS your server has, the more messages it 
will be able to send out about peoples' positions.

 

This is not the same as a client's FPS. The client fps can be higher since the 
game does some fancy math to smooth the data out, and there are lots of things 
that happen on the client and not the server. However, if the FPS is really 
low, you'll still get some bad-looking behavior since the client will not get 
as much info about where the players are moving.

 

--Gavin

 

On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy <[email protected]> wrote:

No one at this time hasn’t give an explanation what fps does. But it is key 
point to ‘understanding’..

 

From: [email protected] 
[mailto:[email protected]] On Behalf Of Lorne Mock
Sent: Friday, August 17, 2012 12:33 AM
To: [email protected]


Subject: Re: [hlds] Tickrate for GoldSrc

 

 FPS xxxx put in the server.cfg file works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu 
usage.
Yes sys_ticrate does affect the system globally  
 
mm_system
(sleep_timer/s )
1ms                max 1000 fps
 2ms               max  500fps
3ms                max  333fps
4ms                max  250fps
10ms               max  100fps 

i understand all of this.  I just have a hard time elaborating it in writing.

 

Lorne M.

a.k.a. Blyte
 
                         

> From: [email protected]
> Date: Thu, 16 Aug 2012 21:50:17 +0200
> To: [email protected]; [email protected]
> Subject: Re: [hlds] Tickrate for GoldSrc
> 
> Not true for HLDS as far as I know.
> 
> On Thu, Aug 16, 2012 at 9:21 PM, T Marler <[email protected]> wrote:
> > 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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> >
> 
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-- 
Best regards,
AnAkIn

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