This conversation comes to this list every once and a while. Fact is, network latency is the biggest problem and you can't fix the players connection if they have a bad one. Not server that runs on more than 500fps. It always fluctuates anyway. Just having 20000fps on a server is really waste of resources.

-ics

4.2.2011 16:33, Andre Müller kirjoitti:
Official comments from Valve are useful.
I think the developers can say more about the engine.

2011/2/4 Steven Hartland<[email protected]>:
This might help you with this:-
http://www.multiplaygameservers.com/help/source-engine-performance-guide/

----- Original Message ----- From: "Andre Müller"
<[email protected]>
To: "Half-Life dedicated Linux server mailing list"
<[email protected]>
Sent: Friday, February 04, 2011 1:30 PM
Subject: [hlds_linux] Sense of ServerFPS?


Hi all,
What is the sense of the server-fps in the orangebox engine (CS:S)?
Are there any improofments when you raise the server-fps?
At the moment there are many game server providers which offer
gameservers with more than 20.000 FPS.
All of them are using a libhack to break the 1000FPS-Limit.

They tell it's not useful, but the customers want's it to have.
I think it is the best way when Valve itself care for clarification.

What is the best Value for fps_max. I most cases I'm using 70FPS as limit.

Maybe it is useful to set a fixed value of the ServerFPS like for L4D(2).

Greetings
DeaD_EyE
sourceserver.info

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