I use stats to see if my fps is super low for some reason.

Sent from my iPhone 4

On Jun 28, 2011, at 12:43 PM, John <[email protected]> wrote:

> We appreciate the new focus on performance. I haven't seen much of a 
> difference yet, but I like the possibility of future improvements.
> 
> Have you tested locking the FPS at 66, to match the tickrate, or tested 
> forcing it to a lowish value (100 or 250, maybe) that can be consistently 
> applied across-the-board on different editions of Linux and Windows? Right 
> now, Win2k8+ with HPET will run at 500 FPS and Win2k3 runs at 250 FPS, and 
> Linux servers' FPS can theoretically vary based on the hz, though hires 
> timers are phasing that out.
> 
> More server performance metrics would be great. The most obvious one to me 
> would be the number of missed ticks over an interval (the last 30 seconds, 
> for instance). Will you be removing the FPS counter from "stats" and 
> net_graph output? (These are where most clients see it and will continue to 
> look for it.)
> 
> -John
> 
> On 6/28/2011 1:16 AM, Henry Goffin wrote:
>> Hi all -
>> 
>> Free to Play brought a huge influx of new users to Team Fortress. To help 
>> server counts scale up to match the demand, we are reworking the dedicated 
>> server for performance. We want to improve player responsiveness as well as 
>> to reduce CPU usage so that hosts can run more servers per physical server.
>> 
>> Some of those changes addressing CPU usage went out last night. Server 
>> operators should see a big decrease in CPU load and can potentially run more 
>> instances per physical box now. However, a side effect that many of you have 
>> noticed is that server FPS has an effective cap of 500 instead of the 
>> previous 1000, or possibly even lower than 500 depending on your Linux 
>> kernel HZ setting. This should not have a noticeable impact on gameplay as 
>> the tick rate is still locked (well, mostly locked) at 66 updates per second 
>> and the frames that are being dropped are "empty" frames that do not 
>> actually run a server tick.
>> 
>> We're going to address this further in another set of performance 
>> improvements. Sorry for the temporary confusion, but we wanted to get these 
>> CPU load reduction changes out quickly to help with the Free to Play user 
>> crush.
>> 
>> Longer term, we want to move away from FPS as a measure of performance and 
>> instead show actual load and responsiveness (jitter/latency) statistics. The 
>> difference between a tick and a frame is complicated, and fps_max sometimes 
>> affects performance in counter-intuitive ways. We would like to retire 
>> fps_max for servers and replace it with a more obvious server performance 
>> setting. We'll give you all a heads up before we do so.
>> 
>> Henry G.
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> 
> 
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