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. > > > > > > > > > > > _______________________________________________ > 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

