Posts like these make me laugh...

I'd love to know where you view the seperate ticrate/fps in hlds.

Really.

The phrase "learn to admin" comes to mind.

Perhaps I just haven't been in these "exceptional circumstances", hlds
running on BlueGene/L orbiting Uranus with a kernel built from scratch
by spacemonkeys?

*sigh*.

Wednesday, October 3, 2007, 1:27:59 AM, you wrote:

> HL1 servers can (under exception circumstances and platforms) run both
> 1000fps and ticrate 1000 but clients will still only get updates at most 100
> times a second.

> When running an HL1 server on a highly limited dsl line I found some
> compelling reasons to run the server at 1000/1000 since it smoothes out the
> uplink bandwidth usage but from a client side I've never seen anyone that
> can tell that the server is running 300, 500 or 1000 fps/tics.

> ON LAN however, I was able to sense some slight change from 250fps to
> 500fps.

> Again, this was only on the HL1 engine.

> The Source engine is much better at smoothing over ping and server response
> times, so much so in fact that I found that a source client could easily
> continue to play under lag conditions that had an HL1 client totally frozen.

> There are compelling reasons to leave the source engine running at it's
> recommended ticrate (33/66) since changing tic involves both the render
> engine and the physics engine and might get them out of sync which is not a
> good thing.  Again, ticrate is not the same as server FPS, there are two
> parameters here.

> Server companies that sell "1000fps servers" have always been questionable
> IMO.


> ----- Original Message -----
> From: "HLDS"
> To: <hlds_linux@list.valvesoftware.com>
> Sent: Tuesday, October 02, 2007 4:58 PM
> Subject: [hlds_linux] The 1000 FPS Fairy Tale


>> Hi,
>> I found an interestic article about server side FPS..
>>
>> You can read it here
>>
>> http://www.meatfactory.net/index.php?option=com_content&task=view&id=220&Itemid=2
>>
>> After reading the article, I totally agree, and I've always thought the
>> same thing myself.
>>


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--
Best regards,

Daz                                     mailto:[EMAIL PROTECTED]
Dustworld Technical Support
Website: www.dustworld.net
Email: [EMAIL PROTECTED]
IRC on Quakenet: #dustworld


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