I posted an explanation of Tickrate and FPS here http://forums.srcds.com/viewtopic/13729. However, as Gary said, its really just theory. The only way to know for sure is to look at the source code for the engine.
-DiSTANT On Wed, Jul 28, 2010 at 9:45 PM, Cheet ah <[email protected]> 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> > > Invalid reasons are the following: > > - It feels better / I can kill people better > - http://www.fpsmeter.org/p,faq.html > - Realtime kernels make the FPS more steady > - Larger number are always better > _______________________________________________ > 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

