Right now a "frame" on the server just checks if its time to run a tick, if not, goes back to sleep. This means that high FPS is only good for ensuring the next tick fires on time (at 66tickrate each tick should start ~15ms after the previous one). Modern operating systems have very high resolution sleep methods available, however, so they could simply calculate when the next tick is to occur and sleep exactly until then. Once that is implemented, "fps" stops meaning anything - the server wakes up exactly once per tick, exactly on time, so FPS would be "locked" to tickrate, 66. (or 100, etc).

Implemented correctly this will actually increase performance - fewer needless wakeups, and depending on the sleep method used, even more accurate frame timings. (A 1000FPS server wakes up once per millisecond, but good high resolution sleeps using HPET or TSC can wakeup at microsecond intervals fairly reliably).

- Neph

On 08/27/2011 03:16 AM, Michael Johansen wrote:
Hi,
A couple of weeks ago i read that the fps_max server-side-command would be 
removed, and the fps would be differently handled in the game's engine, what 
will the fps be set to upon it's removal?                                       
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