are you saying that the source-orangebox engine works the same as quake
games? (quake 1?)
and that valve measures time (in-game time, not valve time.. that would
always overflow) in milliseconds in a integer variable?


On Thu, Mar 31, 2011 at 12:10 AM, Gary Stanley <[email protected]>wrote:

> At 10:15 AM 3/30/2011, Claudio Beretta wrote:
>
>> Is this trolling or just a naive question? :)
>>
>> The server tickrate controls how many times per second the server updates
>> the world model and send data to players. higher tickrate means higher
>> precision in the simulation, lower ping, and more resilience to packet
>> loss
>> (smaller time interval that the clients have to interpolate in case
>> something goes wrong). Tick 100 servers run noticeably better than tick 66
>> servers and blow away tick 33 servers.
>> The server fps controls how many times per second the server checks if it
>> should run a tick. Running the server at exactly fps == tickrate for
>> orangebox is great, but if you can't guarantee that you should run at at
>> least 2x the tickrate (running at 66 fps with a 66 tickrate means that
>> that
>> the system will wake srcds every 15.15ms and compute a tick every time;
>> running at 67 fps means that the system wakes srcds every 14.92ms and
>> compute a tick most of the times, and then wait the 67th frame (other
>> 14.92ms) doing nothing)
>> Client tickrate should match the server tickrate, and client fps should be
>> higher or matching client tickrate. Client fps are unrelated to server
>> fps,
>> and may or may not be bound to the monitor refresh rate.
>> this is my (simplified) understanding of how the orangebox works, i'm not
>> claiming it is 100% exact but at least it makes sense :P
>>
>
> Your understanding was copy-and-pasted from that idiot that runs FPS meter.
> You cannot precisely have a simulation rate at 15.00ms. At 15.11ms it's
> still 15.00 due to rounding, and 14.95 is 15.00 because of rounding.  VALVe
> games run just like Quake games, so fundamentally they operate in the same
> manner, even though prototypes are different etc.
>
> It would be nice if everyone would simply just play the game at stock
> settings. Otherwise, you'll have 10,000 servers are running differently
> causing confusion to everyone, and perhaps widely varying results.
>
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