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. >> _______________________________________________ >> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

