Oh please don't compare Q3A engine based games to the Valve-murdered 
HLDS/SRCDS...
I'm running (f.e.!) an ET server with 28 slots, which only takes 65% cpu filled 
with 26 players...
(and now the clue: it is a Pentium3-1GHz machine with 512MB - but ET only needs 
~192MB)
If you compare other games server engines, you will find that valve shot the 
dog.

[email protected] schrieb am 24.05.05 09:31:29:
>
> I think the default for Quake 3 engine games is 20fps on the server
> side - I remember Q3RA players (in my experience the single most fussy
> group of gamers when it comes to ping and responsiveness) whining that
> our servers were only on 20fps, when all the 'good' ones were on 30fps.
>
> Anything more than 60fps seems ludicrous to me. I sort of wish Valve
> would just cap it at that (or even lower) just so there's a line in the
> sand drawn with it.
>
> -- dave
>
> ---- Original Message ----
> From: "localhost" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Tuesday, May 24, 2005 4:53 PM
> Subject: Re: [hlds_linux] Tickrate 100
>
> > that really depends who you ask :-p
> >
> > if you ask a gamer they will likely tell you that every frame matters
> > as it increases shot registration.
> >
> > if you ask a server admin, anything over a few hundred is overkill
> > for sure.
> > realistically, there would be negligible performance gain from a
> > server fps of 333 to 1000.  pings will go down a little bit going from
> > 100 to
> > 333, but not too much from 333 and up.
> >
> > basically what it comes down to is pleasing your clients (assuming you
> > are an admin for a rental company).  the gamers will see a huge fps
> > and think it is a good server, even though they would be as satisfied
> > with a lower fps.
> >
> > the higher the fps the higher the cpu usage in most cases.  normally
> > it is not a drastic change (one or two percent) but it can be higher
> > or
> > lower depending.
> >
> > Reza A. Ambler wrote:
> >> Are framerates that high really needed? What sort of latency
> >> difference would it make in game? Is that the difference between 15
> >> latency and
> >> 35 latency? Also does this reduce the # of daemons you can run on the
> >> the box?
> >> Thanks
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of
> >> localhost Sent: Monday, May 23, 2005 2:09 PM
> >> To: [email protected]
> >> Subject: Re: [hlds_linux] Tickrate 100
> >>
> >> in my experience even with a 1000hz kernel and 1000/10000 ticrate you
> >> cannot go above 333fps without using -pingboost.  i have been able to
> >> get servers running at 1000 fps constant using -pingboost 2 without
> >> too much cpu usage.
> >>
> >>
> >> Clayton Macleod wrote:
> >>
> >>> 1000Hz in the kernel should result in a *max* of 1000fps on the
> >>> server, I thought. Seems to me if it's 333fps that you're seeing and
> >>> there's plenty of CPU left that there would be three servers running
> >>> at once. Not exactly sure though.
> >>>
> >>> On 5/23/05, Chris Adams <[EMAIL PROTECTED]> wrote:
> >>>
> >>>
> >>>> Doesn't 1000Hz usually result in 333fps? Under HL on Linux
> >>>> anyway...
> >>>
> >>>
> >>>
> >>> --
> >>> Clayton Macleod
> >>>
> >>> _______________________________________________
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> >>> archives,
> >>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >>>
> >>> .
> >>>
> >>
> >>
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> >>
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>
>
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