With that being said would having a custom kernel no longer be required to 
achieve the best performance?

William Balkcom

On Jul 16, 2011, at 2:29 AM, Nephyrin Zey <[email protected]> wrote:

> A 'frame' in the orangebox engine does this, server side:
> 
> while (sleep(1ms)) { while (ShouldRunATick()) { RunATick() } }
> 
> You can refer to the disassembly or even the old HL2 leak if you don't 
> believe me. Everyone who claims otherwise is just wrong.
> 
> So the only advantage FPS gives is how often the idle engine wakes up to 
> check for the next tick. It's worth noting that sleep(1ms) could sleep 1ms, 
> 5ms, or even 15ms depending on the OS, kernel timer method, whether high 
> resolution sleeps are supported, etc..
> 
> So a higher FPS can give greater accuracy in tick *timing*, as each tick 
> would be starting closer to its ideal (at 66tick, a tick would happen exactly 
> every 15ms). If your FPS is 100, this means wakeups can happen +/- 10ms, 
> which could be almost an entire tick late. You'd still get roughly 66tick, 
> but with lower tick accuracy, some might argue you get worse hit registration 
> as you're less in sync with clients. However, most people play at pings of 
> 50ms or higher. Is 9ms really that significant?
> 
> You can pull up net_graph 4 and watch the 'var: ' value, which I'm pretty 
> sure is the variation in wakeup times in milliseconds, hence the max lag in 
> milliseconds that could be alleviated by higher FPS.
> 
> TL;DR: If you're getting solid 66 updates/second and your var is under 10, 
> nobody with less than 60ms ping should be complaining about "hit 
> registration".
> 
> - Neph
> 
> On 07/15/2011 11:04 PM, William Balkcom wrote:
>> With valve now limiting FPS in orangebox to 500FPS, is it recommended just 
>> to run the server at the default now? Does this same concept apply for the 
>> HL1 engine and non orangebox games? Are you truly gaining anything by 
>> running at 500FPS?
> 

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