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.. 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

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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 can’t 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



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