At 06:37 AM 11/15/2010, Björn Rohlén wrote:
Instead of hiding the server_fps, it would be better to explain it in
detail.
-TheG
Envelope-to: [email protected]
From: Alfred Reynolds <[email protected]>
To: 'Gary Stanley' <[email protected]>
Date: Mon, 31 Aug 2009 16:48:29 -0700
Subject: RE: Negative usleep adding to FPS
Thread-Topic: Negative usleep adding to FPS
Thread-Index: AcoqlMdxCOaoY+wIRuukr2N1qqVNMwAAJ3Lw
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The server FPS is simply cycles / time, where
time is from gettimeofday(), with some bounds on
the minimum usleep so making the usleep actually
less will crank up the server FPS (but not the
simulation HZ, so the game isn't actually faster, for Source engine games).
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