Re: [hlds] Tickrate for GoldSrc
found an old HLDS List thead that might help in the understandind of sys_ticrate , fps , update rates or servers and clients. I'm done -Original Message- From: Kevin Ottalini [EMAIL PROTECTED] Sent: Wednesday, May 17, 2006 11:01 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] more then 1000fps at HLDS HLDS (HL1 servers) can easily and with little burden run at either ~500 fps or ~1000 fps. There is no control over the actual maximum FPS since it is a motherboard chipset related issue.This is controlled by the sys_ticrate CVAR so the max setting is: sys_ticrate 1000Win32 servers will also need to run some sort of high-resolution timer (please see other mail threads about this).We are only talking about HLDS here (HL1 servers). Source (SRCDS) servers are quite different and (at the moment) appear to run the best at their default settings.This is not really FPS in the sense of visual FPS, but rather how often the server will process the available event information (take a snapshot) and if needed send an update to clients that need updates. The more updates the server sends out the more bandwidth the server will use on the uplink.Clients can receive a maximum of 100 updates per second regardless of the server sys_ticrate setting.A client getting a server update is not the same thing as the video FPS that the client is actually viewing.The client graphics FPS, which for clients is controlled by the scene and event complexity and the fps_max CVAR could indeed be set to fps_max 1000 but anything above 100 is quite silly. Again, this viewing FPS has nothing to do with the server sys_ticrate setting.The client has a CVAR that tells the server how often to send updates, this is the cl_updaterate CVAR. cl_updaterate 100 is the maximum (fastest) setting which the server may or may not allow. The server can limit the client maximum via the sv_maxupdaterate CVAR.Again, this has nothing to do with the client's VISUAL FPS.OK, so why would a server operator want to run his/her server at sys_ticrate 1000?In the case of HL1 servers only, running a faster ticrate on the server can slightly improve the apparent client latency (sometimes called ping, but ping is a little different). If the server is running sys_ticrate 100 then there is a 10ms interval between server snapshots that can be sent to clients. If a client has an 80ms ping distance from the server (real ping this time) then the maximum latency is 80ms (ping) + 10ms (snapshot rate) or 90ms (latency).If the same server is running at sys_ticrate 1000, then the snapshot interval is only 1ms, so that same player will only see an 81ms latency.Is a 9 ms savings important during game play? Probably not, although there are internet players that claim to be able to feel the difference. In a LAN setting this may be different, 10ms extra may be 10X what the ping is on a LAN (but still, is this important? probably not).Running an HLDS server at a higher sys_ticrate should have the overall effect of keeping what players see on that server more accurate. This appears to be a real and valuable effect at the cost of much higher CPU utilization.The real reason that a server operator might want to run his HLDS server at sys_ticrate 1000 though is that it gives the server the ability to send updates to individual clients on a more timely basis. Again, this is not more updates, just updates that don't have to wait very long for the next server snapshot to happen.This has the overall effect on the server of spreading out client updates so they don't all happen for all clients at the same time. This can slightly lower the demand on the server uplink and might help the server to run a little smoother.Extensive testing on my HLDM server resulted in the conclusion that running sys_ticrate 1000 actually allowed me to add one additional player slot (out of 10 total) and the server had a much tighter feel to events with a slight improvement in accuracy.Of course, running sys_ticrate 1000 also took my average CPU utilization for a 10-player server from around 3% to around 40% for some maps.Even my old 800MHz Intel P3 server was able to run sys_ticrate 1000, the real question is are you overloading your server CPU? This is a function of the number of players, the map you are running and the sys_ticrate setting.If your CPU is running more the 50% with sys_ticrate 1000 then decrease the sys_ticrate to 500.For testing purposes, use the Server GUI (don't use -console) and look at the utilization graph.qUiCkSiLvErFrom: blyte_sc...@hotmail.com To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 21:49:49 -0500 Subject: Re: [hlds] Tickrate for GoldSrc Look into high resolution timer. Such as the one used in Windows Media Player Simply having it open in the background without a file playing will start a high resolution timer.Then try setting the fps xxx cvar Clients not having their cvars in order (FPS pertaining to graphics,connectivity
Re: [hlds] Tickrate for GoldSrc
Big thanks! That is what I need.Dmitriy Bobrovskiy Systems Administrator Moscow, Russia supp...@isotonic.ru http://isotonic.ru/ From: blyte_sc...@hotmail.com To: hlds@list.valvesoftware.com Date: Fri, 17 Aug 2012 01:00:24 -0500 Subject: Re: [hlds] Tickrate for GoldSrc found an old HLDS List thead that might help in the understandind of sys_ticrate , fps , update rates or servers and clients. I'm done -Original Message- From: Kevin Ottalini [EMAIL PROTECTED] Sent: Wednesday, May 17, 2006 11:01 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] more then 1000fps at HLDS HLDS (HL1 servers) can easily and with little burden run at either ~500 fps or ~1000 fps. There is no control over the actual maximum FPS since it is a motherboard chipset related issue... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Tickrate for GoldSrc
Hello! I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right? The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate? And is there a way to check current ticrate of running server? Best Wishes! Dmitriy Bobrovskiy Systems Administrator +7 926 520 1026 Moscow, Russia mailto:supp...@isotonic.ru supp...@isotonic.ru http://isotonic.ru/ http://isotonic.ru/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
Tick rate for gold source is set with sys_ticrate and it's the same as the server FPS. There is no command line option. 2012/8/16 Dmitriy Bobrovskiy supp...@isotonic.ru Hello! ** ** I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right? The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate? And is there a way to check current ticrate of running server? ** ** ** ** *Best Wishes!* *Dmitriy Bobrovskiy* *Systems Administrator* *+7 926 520 1026* *Moscow, Russia* *supp...@isotonic.ru* supp...@isotonic.ru *http://isotonic.ru/* http://isotonic.ru/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
So what exactly means ‘server fps’? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Thursday, August 16, 2012 6:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Tickrate for GoldSrc Tick rate for gold source is set with sys_ticrate and it's the same as the server FPS. There is no command line option. 2012/8/16 Dmitriy Bobrovskiy supp...@isotonic.ru Hello! I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right? The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate? And is there a way to check current ticrate of running server? Best Wishes! Dmitriy Bobrovskiy Systems Administrator +7 926 520 1026 tel:%2B7%20926%20520%201026 Moscow, Russia mailto:supp...@isotonic.ru supp...@isotonic.ru http://isotonic.ru/ http://isotonic.ru/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote: Hello! I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right? The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate? If you have no idea, then there are two honorable paths: 1. You get an idea (Google) 2. You dont touch it and trust that its default value is fine ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
1. I've used search a lot but haven't find an answer. 2. Default value is fine for the most situations but not for all of them. It is by definition. Anyway thank you for your help. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds- boun...@list.valvesoftware.com] On Behalf Of Dominik Friedrichs Sent: Thursday, August 16, 2012 7:08 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Tickrate for GoldSrc On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote: Hello! I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right? The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate? If you have no idea, then there are two honorable paths: 1. You get an idea (Google) 2. You dont touch it and trust that its default value is fine ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Thursday, August 16, 2012 6:39 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Tickrate for GoldSrc Tick rate for gold source is set with sys_ticrate and it's the same as the server FPS. There is no command line option.2012/8/16 Dmitriy Bobrovskiy supp...@isotonic.ruHello! I know there is a so called tickrate which means how frequently server calculates game world. That should not be confused with sys_ticrate which means how frequently server checks arrived client data. Am I right?The problem is: I don’t know how to properly set tickrate. What should I use as the command option: -ticrate or -tickrate?And is there a way to check current ticrate of running server? Best Wishes! Dmitriy Bobrovskiy Systems Administrator +7 926 520 1026 Moscow, Russia supp...@isotonic.ru http://isotonic.ru/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- Best regards, AnAkIn ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_sc...@hotmail.com To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M.a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
No one at this time hasn’t give an explanation what fps does. But it is key point to ‘understanding’.. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock Sent: Friday, August 17, 2012 12:33 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M. a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
What FPS Booster plugin do you use? On Thu, Aug 16, 2012 at 4:32 PM, Lorne Mock blyte_sc...@hotmail.com wrote: FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M. a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
Very simply: FPS stands for Frames per Second. The server sends messages to the clients at a regular interval with information about position of players, who died, and all that stuff. The higher FPS your server has, the more messages it will be able to send out about peoples' positions. This is not the same as a client's FPS. The client fps can be higher since the game does some fancy math to smooth the data out, and there are lots of things that happen on the client and not the server. However, if the FPS is really low, you'll still get some bad-looking behavior since the client will not get as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy supp...@isotonic.ruwrote: No one at this time hasn’t give an explanation what fps does. But it is key point to ‘understanding’.. ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lorne Mock *Sent:* Friday, August 17, 2012 12:33 AM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] Tickrate for GoldSrc ** ** FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M. a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Tickrate for GoldSrc
And since the clients most likely never run with a cl_updaterate above 100, a sys_ticrate above 100 is useless as they won't receive new positions more often. 2012/8/16 Gavin Langdon puttabu...@gmail.com Very simply: FPS stands for Frames per Second. The server sends messages to the clients at a regular interval with information about position of players, who died, and all that stuff. The higher FPS your server has, the more messages it will be able to send out about peoples' positions. This is not the same as a client's FPS. The client fps can be higher since the game does some fancy math to smooth the data out, and there are lots of things that happen on the client and not the server. However, if the FPS is really low, you'll still get some bad-looking behavior since the client will not get as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy supp...@isotonic.ruwrote: No one at this time hasn’t give an explanation what fps does. But it is key point to ‘understanding’.. ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lorne Mock *Sent:* Friday, August 17, 2012 12:33 AM *To:* hlds@list.valvesoftware.com *Subject:* Re: [hlds] Tickrate for GoldSrc ** ** FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M. a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi
Re: [hlds] Tickrate for GoldSrc
But how frequently server calculates ‘information about position of players, who died, and all that stuff’ by its own? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Friday, August 17, 2012 1:32 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Tickrate for GoldSrc And since the clients most likely never run with a cl_updaterate above 100, a sys_ticrate above 100 is useless as they won't receive new positions more often. 2012/8/16 Gavin Langdon puttabu...@gmail.com Very simply: FPS stands for Frames per Second. The server sends messages to the clients at a regular interval with information about position of players, who died, and all that stuff. The higher FPS your server has, the more messages it will be able to send out about peoples' positions. This is not the same as a client's FPS. The client fps can be higher since the game does some fancy math to smooth the data out, and there are lots of things that happen on the client and not the server. However, if the FPS is really low, you'll still get some bad-looking behavior since the client will not get as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy supp...@isotonic.ru wrote: No one at this time hasn’t give an explanation what fps does. But it is key point to ‘understanding’.. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock Sent: Friday, August 17, 2012 12:33 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M. a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re: [hlds] Tickrate for GoldSrc sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 18:40:28 +0400 Subject: Re: [hlds] Tickrate for GoldSrc So what exactly means ‘server fps’? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlds] Tickrate for GoldSrc
Look into high resolution timer. Such as the one used in Windows Media Player Simply having it open in the background without a file playing will start a high resolution timer.Then try setting the fps xxx cvar Clients not having their cvars in order (FPS pertaining to graphics,connectivity or whatever ) is a different subject.If all of this ticrate stuff is a help or hindrance. That's for you to decide. It can do both But if I can give a client that knows how to tweak (the client side) cvars more fps or whatever a better experience. I will try , be it 66,72,128 or 1000 FPS. This is if the equipment and connectivity can handle the load. just how far you can push it. This is like anything else in the world. A crap shoot roll of the dice. From: supp...@isotonic.ru To: hlds@list.valvesoftware.com Date: Fri, 17 Aug 2012 02:28:57 +0400 Subject: Re: [hlds] Tickrate for GoldSrc But how frequently server calculates ‘information about position of players, who died, and all that stuff’ by its own? From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn Sent: Friday, August 17, 2012 1:32 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Tickrate for GoldSrc And since the clients most likely never run with a cl_updaterate above 100, a sys_ticrate above 100 is useless as they won't receive new positions more often.2012/8/16 Gavin Langdon puttabu...@gmail.comVery simply: FPS stands for Frames per Second. The server sends messages to the clients at a regular interval with information about position of players, who died, and all that stuff. The higher FPS your server has, the more messages it will be able to send out about peoples' positions. This is not the same as a client's FPS. The client fps can be higher since the game does some fancy math to smooth the data out, and there are lots of things that happen on the client and not the server. However, if the FPS is really low, you'll still get some bad-looking behavior since the client will not get as much info about where the players are moving. --Gavin On Thu, Aug 16, 2012 at 4:41 PM, Dmitriy Bobrovskiy supp...@isotonic.ru wrote:No one at this time hasn’t give an explanation what fps does. But it is key point to ‘understanding’.. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock Sent: Friday, August 17, 2012 12:33 AM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc FPS put in the server.cfg file works on a dedicated hlds server. But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu usage. Yes sys_ticrate does affect the system globally mm_system (sleep_timer/s ) 1msmax 1000 fps 2ms max 500fps 3msmax 333fps 4msmax 250fps 10ms max 100fps i understand all of this. I just have a hard time elaborating it in writing. Lorne M.a.k.a. Blyte From: nextra...@gmail.com Date: Thu, 16 Aug 2012 21:50:17 +0200 To: tmar...@shaw.ca; hlds@list.valvesoftware.com Subject: Re: [hlds] Tickrate for GoldSrc Not true for HLDS as far as I know. On Thu, Aug 16, 2012 at 9:21 PM, T Marler bloodyi...@shaw.ca wrote: tickrate actually needs to be declared at init of the srcds, fps can be changed on the fly, and in configs. configs are effectively changing cvars while the server is running, hence the distinction of tickrate being declared at init. tickrate cannot be changed once a server has started, however fps can. fps is not necessarily tied to tickrates, but they can be influenced by them. previously tf2 servers could exceed 100fps, and arguably see gains, while a tickrate would be set to 100. currently VALVe is trying to migrate to a static tickrate, so relying on tickrate (at least for tf2) in your init is an ill-advised decision. to declare tickrate, you add -tickrate X (X is the tickrate you want) to your init script. Just to re-iterate, tickerate changes are not avised. The -tickrate command line parameter is not available on CSS, DoD S, TF2, L4D and L4D2 because changing tickrate causes server timing issues. The tickrate is set to 66 in CSS, DoD S and TF2, and 30 in L4D and L4D2. source: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - Original Message - From: Lorne Mock blyte_sc...@hotmail.com Date: Thursday, August 16, 2012 1:13 pm Subject: Re: [hlds] Tickrate for GoldSrc To: hlds@list.valvesoftware.com Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must / should be put in the server.cfg or the multiplayer.cfg .( one or the other not both )It will not work from the servers command-line. Lorne M.a.k.a. BlyteFrom: blyte_scrin@hotmail.comTo: hlds@list.valvesoftware.com Date: Thu, 16 Aug 2012 14:00:48 -0500 Subject: Re