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
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