As I understand it FPS vs Tick works something like this:

66 Tick means 66 times per second, the game world updates what's going on based on the incoming events as they're timestamped.

I'm led to believe the fames per second is how often the server goes through and timestamps stuff to be processed during the next tick (in other words, roughly speaking, it's the precision of the timestamps, not the speed at which the server runs).

What advantage to fairness that gives you in-game, I have absolutely no idea - as I'm not sure you could, taking into account network lag and such, tell the difference in shot registration whether the server's timestamps have a granularity of 2ms or 10ms.

I might be entirely mistaken on this understanding of it, I have no idea where I read it.

On 7/28/2010 9:45 PM, Cheet ah wrote:
Can anyone, technically, tell me what high FPS is supposed to do? After
reading through the technical documents on valve's site, there is no mention
to server FPS in any performance context, at all. The only thing it mentions
is how the server tickrate influences precision of operations. I do know
that tickrate needs 1 frame for simulation, on newer engines 66hz needs 1
frame for each hz, so 66fps are required. On high FPS servers like 1000fps
and above, what are the other 933 'frames' doing? I can understand everyone
wants low latency, what the hell does a 10,000FPS server do better than a
1,000FPS server, besides suck up massive amounts of CPU, for syscalls?

Valid reasons should be some kind of code (a plugin that measures latency or
bullet spread and prints the numbers for measurement), or<insert technical
discussion here>

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