-- [ Picked text/plain from multipart/alternative ] .. Where did I even imply that I had them confused? They are similar in a fashion: the server renders a virtual world to determine where people are at what time to figure out whether or not a shot was a hit.
Player A shoots player B. On his screen, player B is out in the open, but at that moment in time, player B had already retreated around the corner. Server has to replay the event in player A's time to figure out where player B was on player A's screen to figure out if there was a hit. That means that the server renders the players in the map, not with the graphics of the client, but still with the positioning. So, one frame = a rendition of the virtual world. If it can't process an update because of no available cpu time, then it obviously can't render the frame. What the hell is it going to render if it can't process it? I think as long as you have a server-side fps greater than your tickrate, you should be fine, but there may be benefits from having a higher framerate. *waits for a [EMAIL PROTECTED] response* Lefty <[EMAIL PROTECTED]> wrote: Is it possible that you mix the server FPS with the clients FPS? The FPS at the server is as high as configured and as high the machine can calculate the configured FPS. In this conclusion a server with rock solid 1000 FPS must be able to calculate at least 1 FPS per millisecond. For what that's good for is questionable. -----Ursprüngliche Nachricht----- Von: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Im Auftrag von Dan E Gesendet: Mittwoch, 3. Oktober 2007 15:03 An: [email protected] Betreff: Re: [hlds_linux] The 1000 FPS Fairy Tale -- [ Picked text/plain from multipart/alternative ] Now here's the biggest issue I have with that article: "Here 1000 FPS are also counterproductive. If the server is under heavy load and cant calculate its 1000 FPS anymore, it decides to send the clients fewer updates and to process fewer commands in order to reach its maximum rate of FPS because the engine prioritizes the FPS rate achievement over processing updates and commands." Where the hell did the author pull THAT conclusion from? The FPS is determined by how many updates/commands it can process. A frame is a rendering of the simulated game world, so how could it be rendering and not process an update? Given that fundamental misunderstanding, idk how credible I can consider this. I remember a while ago that higher fps did equate to a lower ping, but I can't prove it ATM. When I get back home, I'll run a local LAN server for comparison. I'd really like to hear some official explanation on the two from Valve so we could finally put this issue to rest. Personally, I think I can notice that 1000fps servers (if not overloaded and on a decent connection) do seem to register more shots. True, this could be a placebo effect. But let's face it: without knowing the official workings of the source engine, all theories and experiences on this issue are purely subjective and have no solid backings. Unless that ping issue is true :) Dan _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

