Look into high resolution timer. Such as the one used in Windows Media Player 
Simply having it open in the background without a file playing will start a 
high resolution timer.Then try setting the fps xxx cvar Clients not having 
their cvars in order (FPS  pertaining to graphics,connectivity or whatever ) is 
a different subject.If all of this ticrate stuff is a help or hindrance. That's 
for you to decide.  It can do both  But if I can give a client that knows how 
to tweak (the client side) cvars more fps or whatever a better experience. I 
will try , be it 66,72,128 or 1000 FPS.  This is if the equipment and 
connectivity can handle the load. just how far you can push it. This  is like 
anything else in the world. A crap shoot roll of the dice.  From: 
[email protected]
To: [email protected]
Date: Fri, 17 Aug 2012 02:28:57 +0400
Subject: Re: [hlds] Tickrate for GoldSrc


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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> > please visit:
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> >
> 
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-- 
Best regards,
AnAkIn
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