Re: [hlds] Tickrate for GoldSrc

2012-08-17 Thread Lorne Mock

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

2012-08-17 Thread Dmitriy Bobrovskiy

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...  ___
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[hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
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/

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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
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/

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-- 
Best regards,
AnAkIn
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
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/


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AnAkIn

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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dominik Friedrichs

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


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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
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
 
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

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/
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AnAkIn
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

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’?
  ___
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread T Marler
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’?
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Valentin G.
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’?


 ___
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 please visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock




 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’?
 
 
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  please visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
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’?
 
 
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Jason
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
  
 
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 please visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Gavin Langdon
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
  
 
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 please visit:
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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread AnAkIn
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
  
 
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 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

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 To unsubscribe, edit your list preferences, or view the list archives,
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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Dmitriy Bobrovskiy
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
 
 
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 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
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visit:
https

Re: [hlds] Tickrate for GoldSrc

2012-08-16 Thread Lorne Mock

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