Explained with on a car:
Elektronical limited maximum speed and throttled aceleration = tickrate
Revelutions per second= fps
If you increase rpm you will get only a higher fuel usage = cpu usage
As long fps are greater than tickrate and pretty stabel you are fine and
nobody cann a difference. I guess server fps are networking actions per
second since the net_graph ping slightly decreases when you raise them up.
fwaggle schrieb:
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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