Re: [hlds] shots registering

2005-08-10 Thread James Tucker
On 8/10/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 I give up.  You're contradicting yourself,

o.0 I would hope not, but never mind :)

 stating one thing and a
 little while later something else, disagreeing with me one minute, and
 agreeing the next while thinking you're still disagreeing, and even
 throwing in some condescension for good measure. (OK, that part I
 liked, heh)  Have a good one.

And you.

 I've lost interest trying to find out
 where we're both wrong and both right.

 On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
 snip

 --
 Clayton Macleod

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Re: [hlds] shots registering

2005-08-09 Thread James Tucker
On 8/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 I'm sure I miss some stuff quite often, we're all human. And, well,
 from the description Alfred just gave for server fps and from reading
 the Source netcode description page and associating the two,
 generating packets to send to clients and the rate that packets get
 sent at seem to have absolutely nothing to do with server fps and
 everything to do with tickrate. **Alfred just said that server fps
 does not change the game simulation.** The server doesn't send packets
 out for each server 'frame', it sends packets out after each tick,
 containing the data calculated for that tick. Every tick is a seperate
 moment in time, a seperate state of the game, a gamestate. Got a
 default 33 tickrate server, you get 33 seperate gamestates per second,
 no more, (and CPU not being a hinderance) no less. You just stated
 that a 500fps server will give you 500 updates per second, when
 clearly this is not the case.

No I didn't, I said it is capable of processing a piece of client data
in 1/500 seconds, as opposed to 1/33 seconds (the fact that it rewinds
by cl_interp+latency and processes that tick is irrelevant for this
discussion). When you do the calculations of the timeline of
processing of packets vs. gameworld progression (tick's passing) you
will find that server side FPS has a major impact on PROCESSING
LATENCY. This has NOTHING TO DO WITH CLIENT LATENCY. Interpolation is
not important here, it is merely affected, and moreso when a server is
running at a low FPS. The REASON is simple - at 33 fps the server
takes - 1 whole tick to process a frame - next update will happen in a
minimum of 1 tick's time (no sub-tick udpates (client re-play will
occur for corrected ticks) and so on. Forget about the gameworld rate
- this is about how fast the server processes data WHEN IT HAS ARRIVED
to WHEN IT LEAVES (the server). On a server that is only managing to
process one frame per tick (or marginally worse as is common when fps
is so low (typicall a machine which can manage 30-35 fps will only run
at 30-31, however I have neither the time nor inclanation to explain
that one) will send responses 1 tick later than optimal as the next
update after a processed command will be 2 ticks after it arrived.
Arrive mid-tick - tick completes, next frame makes new tick AND
processes client data (can it do both in one frame?), data into queue,
next tick - send.

I hope this is more clear. :-)



 I also don't know why you're talking
 about client-side rendering interpolation, that has nothing to do with
 the server fps we're talking about. I think the fact that it has been
 called server fps is a little confusing, since we measure our
 graphics performance by this same term, fps. But the two aren't
 nearly the same thing. Client-side interpolation only serves to smooth
 out your view between server ticks, it's got nothing to do with the
 server. If your computer can give you 66fps and you're playing on a 33
 tickrate server then you get one interpolated frame for every 'real'
 frame. The server is still only generating 33 seperate gamestates.
 Client-side interpolation is part of the whole seperation of netcode
 and graphics. If your computer's beefy enough to render graphics at a
 much faster rate than the server is generating seperate gamestates,
 well, no reason it shouldn't give you as smooth an experience as
 possible. But it does so by making up its own data that has nothing to
 do with the server's data, other than the fact that it is using the
 server's seperate moments in time to form its guess at what goes
 inbetween the server's moments in time. The server still only deals
 with its own rate of simulation. If there is any benefit to the server
 being able to process input faster than it is simulating the
 gameworld, I'm not sure I see what that might be. If it only simulates
 the gameworld 33 times a second, why would it need to process player
 input at a rate any faster than that? As long as it is capable of
 processing that input fast enough to feed the next simulation step,
 you're golden. It's not a continuously changing world like our world
 is. It is a world based on completely seperate instances in time,
 coming at a fixed rate, but each one a representation of the world
 only at that instant. It is not a continuous, uninterrupted flow of
 time. Being able to process more input data than there are simulation
 steps shouldn't mean anything, since it is still only those simulation
 steps that make up the world.

Client side interpolation is affected if the updaterate is too low or
more importantly the real packetrate. (As updaterate is merely a
desired 'boot-time' variable, whereas packetrate is an observed
variable of the run-time system). at cl_interp 0.1 the above scenario
cuts a VERY fine line and will cause an extrapolation scenario
relatively frequently.



 On 8/8/05, James Tucker [EMAIL PROTECTED] wrote:
  Clayton, honestly sir for someone with quite a 

Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
pre-script (probably not an actual term, heh. Probably should be
'foreword.'): I've rewritten this about 5 times now, trying to come at
it from different angles each time, heh.  I still am not sure if it
comes across very well...

well, I don't know if I'm grossly misunderstanding something or if you
are.  The server takes client input and calculates the next tick. Then
it sends that tick's data to clients.  The fact that there are 33
ticks per second doesn't mean the server is taking 1/33 of a second to
calculate a tick.  The amount of time it takes to handle that player
input doesn't mean the next tick is delayed by that much.  The ticks
happen at a fixed rate.  Not an approximate one.  Not a loosely
governed one.  They happen at regular intervals.  This does not mean
that it takes 1/33 of a second to calculate them.  This only means
that 33 of them occur per second.  It might only take 1/333 of a
second to calculate it.  The rest of the time is spent doing
absolutely nothing.  Again, the server fps tells you how quickly the
code that handles input is running.  If it is running faster than the
tickrate, then this means that the tick calculations are not being
starved for data.  This means everything is happening fast enough for
the gameworld to continue onward without incident.  This is why Alfred
(or if not Alfred, it was someone from Valve anyways) has said in the
past that as long as your server fps is higher than your tickrate
everything is hunky dory.  How much higher it is is irrelevant, since
as long as it is higher the gamestate calculations aren't being
starved.  As server fps gets higher and higher it only means that
there is a lot more idle time spent doing absolutely nothing.
Gamestate is king.  Nothing happens faster or more often than the
gamestate rate, since the only thing happening is that gamestate
progression.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
 No I didn't, I said it is capable of processing a piece of client data
 in 1/500 seconds, as opposed to 1/33 seconds (the fact that it rewinds
 by cl_interp+latency and processes that tick is irrelevant for this
 discussion). When you do the calculations of the timeline of
 processing of packets vs. gameworld progression (tick's passing) you
 will find that server side FPS has a major impact on PROCESSING
 LATENCY. This has NOTHING TO DO WITH CLIENT LATENCY. Interpolation is
 not important here, it is merely affected, and moreso when a server is
 running at a low FPS. The REASON is simple - at 33 fps the server
 takes - 1 whole tick to process a frame - next update will happen in a
 minimum of 1 tick's time (no sub-tick udpates (client re-play will
 occur for corrected ticks) and so on. Forget about the gameworld rate
 - this is about how fast the server processes data WHEN IT HAS ARRIVED
 to WHEN IT LEAVES (the server). On a server that is only managing to
 process one frame per tick (or marginally worse as is common when fps
 is so low (typicall a machine which can manage 30-35 fps will only run
 at 30-31, however I have neither the time nor inclanation to explain
 that one) will send responses 1 tick later than optimal as the next
 update after a processed command will be 2 ticks after it arrived.
 Arrive mid-tick - tick completes, next frame makes new tick AND
 processes client data (can it do both in one frame?), data into queue,
 next tick - send.

 I hope this is more clear. :-)

 Client side interpolation is affected if the updaterate is too low or
 more importantly the real packetrate. (As updaterate is merely a
 desired 'boot-time' variable, whereas packetrate is an observed
 variable of the run-time system). at cl_interp 0.1 the above scenario
 cuts a VERY fine line and will cause an extrapolation scenario
 relatively frequently.


--
Clayton Macleod

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Re: [hlds] shots registering

2005-08-09 Thread James Tucker
On 8/9/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 pre-script (probably not an actual term, heh. Probably should be
 'foreword.'): I've rewritten this about 5 times now, trying to come at
 it from different angles each time, heh.  I still am not sure if it
 comes across very well...

:)

 well, I don't know if I'm grossly misunderstanding something or if you
 are.  The server takes client input and calculates the next tick. Then
 it sends that tick's data to clients.

Actually, there are more processes going on - remember processing
client data has nothing to do with the current tick (at least, not at
first) as it rewinds by cl_interp+latency and processes that data
(should also have a tick stamp). The next tick to be generated, as you
say does always occur (by default) 33 times per second, no more and no
less. Again, I agree that in rough theory it makes no difference to
the gameworld processing efficiency having FPS from 33 to 1,
however this does not mean it has no effect on the system. As the
system is a single unit, one would expect that effects cause affects,
and indeed they do, as I described before. You see whilst ticks happen
at specific intervals, they can only occur in a free frame (time slot
for processing effectively, although multiple actions can complete in
one time slot). As client data can only be updated every tick, no new
data is ever released before the next tick, thus you are as you say
limited to gameworld state transitions - however the code is operating
on two timelines - real world and game world. It takes TIME to process
a new tick, it takes TIME to process client data, it takes TIME to
process a frame (yes, this is different to a tick, and is more
important to netcode (changing tickrate may change the maximum
packetrate, but don't forget THAT IS REALLY ALL!)). The time taken to
process an incoming frame must not exceed the time to next tick for
optimality (actually, you have more time, but specifics were explained
before) - this is not the same as average fps above tickrate.

 The fact that there are 33
 ticks per second doesn't mean the server is taking 1/33 of a second to
 calculate a tick.

No, it means the server WILL ACITVELY NOT make a new tick for 1/33 of
a second, this is important as it is SET. Packet times are not set
(although they aren't released (server outbound channel only!) until
the next tick!), frame times are not set, and data transfer times are
not set.

 The amount of time it takes to handle that player
 input doesn't mean the next tick is delayed by that much.

Tick's don't delay, they are supposed to be a rugged timescale, if you
miss a tick, you miss out completely - herin lies the issue.

 The ticks
 happen at a fixed rate.  Not an approximate one.  Not a loosely
 governed one.  They happen at regular intervals.  This does not mean
 that it takes 1/33 of a second to calculate them.

No but at 33 fps it does! 1 tick per frame. 1 tick takes 1 frame to
calculate, how long is a frame? 1/33rd of a second, so how long is the
server taking to make a tick? 1/33rd of a second.

 This only means
 that 33 of them occur per second.  It might only take 1/333 of a
 second to calculate it.  The rest of the time is spent doing
 absolutely nothing.

The time taken to calculate gameworld changes is governed by the
current processing rate, of which the best measure we currently have
is the servers FPS. A tick cannot be generated outside of a frame, and
similarly a frame cannot happen outside of a previously played tick or
it generates the next tick (once every {tickrate} per second). Spare
frames which occur when there is no client data to be processed may
well be wasted, but that's not what concerns me, as I am concerned
when frames take too long to process.

  Again, the server fps tells you how quickly the
 code that handles input is running.

Indeed it does! So, if it takes more than a tick to handle the input,
does the input get processed 'on time', given that it's now missed the
last update queue on the OUTPUT channel (which occurs once every tick,
as you've been trying to remind me)?

  If it is running faster than the
 tickrate, then this means that the tick calculations are not being
 starved for data.

Ok, some 'OS' course style terminology then, I am not concerned with
tick's being starved for data, but frames being swamped for data!

 This means everything is happening fast enough for
 the gameworld to continue onward without incident.  This is why Alfred
 (or if not Alfred, it was someone from Valve anyways) has said in the
 past that as long as your server fps is higher than your tickrate
 everything is hunky dory.

I would expect that this statement was intended more generally and
does not cover instances where you may be close to the line. The
problems I describe are common to servers which manage sub 100fps
however, so it's not even that close in reality.

 How much higher it is is irrelevant, since
 as long as it is higher the gamestate calculations 

Re: [hlds] shots registering

2005-08-09 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
BTW, when any of you are fooling around with these settings, you need to do
a map change before you will see your new settings take effect. It can be
changed to the same map, the server simply must go through that map change
sequence or you will not see any difference on your server.
 Cheers

 On 8/10/05, James Tucker [EMAIL PROTECTED] wrote:

 On 8/9/05, Clayton Macleod [EMAIL PROTECTED] wrote:
  pre-script (probably not an actual term, heh. Probably should be
  'foreword.'): I've rewritten this about 5 times now, trying to come at
  it from different angles each time, heh. I still am not sure if it
  comes across very well...

 :)

  well, I don't know if I'm grossly misunderstanding something or if you
  are. The server takes client input and calculates the next tick. Then
  it sends that tick's data to clients.

 Actually, there are more processes going on - remember processing
 client data has nothing to do with the current tick (at least, not at
 first) as it rewinds by cl_interp+latency and processes that data
 (should also have a tick stamp). The next tick to be generated, as you
 say does always occur (by default) 33 times per second, no more and no
 less. Again, I agree that in rough theory it makes no difference to
 the gameworld processing efficiency having FPS from 33 to 1,
 however this does not mean it has no effect on the system. As the
 system is a single unit, one would expect that effects cause affects,
 and indeed they do, as I described before. You see whilst ticks happen
 at specific intervals, they can only occur in a free frame (time slot
 for processing effectively, although multiple actions can complete in
 one time slot). As client data can only be updated every tick, no new
 data is ever released before the next tick, thus you are as you say
 limited to gameworld state transitions - however the code is operating
 on two timelines - real world and game world. It takes TIME to process
 a new tick, it takes TIME to process client data, it takes TIME to
 process a frame (yes, this is different to a tick, and is more
 important to netcode (changing tickrate may change the maximum
 packetrate, but don't forget THAT IS REALLY ALL!)). The time taken to
 process an incoming frame must not exceed the time to next tick for
 optimality (actually, you have more time, but specifics were explained
 before) - this is not the same as average fps above tickrate.

  The fact that there are 33
  ticks per second doesn't mean the server is taking 1/33 of a second to
  calculate a tick.

 No, it means the server WILL ACITVELY NOT make a new tick for 1/33 of
 a second, this is important as it is SET. Packet times are not set
 (although they aren't released (server outbound channel only!) until
 the next tick!), frame times are not set, and data transfer times are
 not set.

  The amount of time it takes to handle that player
  input doesn't mean the next tick is delayed by that much.

 Tick's don't delay, they are supposed to be a rugged timescale, if you
 miss a tick, you miss out completely - herin lies the issue.

  The ticks
  happen at a fixed rate. Not an approximate one. Not a loosely
  governed one. They happen at regular intervals. This does not mean
  that it takes 1/33 of a second to calculate them.

 No but at 33 fps it does! 1 tick per frame. 1 tick takes 1 frame to
 calculate, how long is a frame? 1/33rd of a second, so how long is the
 server taking to make a tick? 1/33rd of a second.

  This only means
  that 33 of them occur per second. It might only take 1/333 of a
  second to calculate it. The rest of the time is spent doing
  absolutely nothing.

 The time taken to calculate gameworld changes is governed by the
 current processing rate, of which the best measure we currently have
 is the servers FPS. A tick cannot be generated outside of a frame, and
 similarly a frame cannot happen outside of a previously played tick or
 it generates the next tick (once every {tickrate} per second). Spare
 frames which occur when there is no client data to be processed may
 well be wasted, but that's not what concerns me, as I am concerned
 when frames take too long to process.

  Again, the server fps tells you how quickly the
  code that handles input is running.

 Indeed it does! So, if it takes more than a tick to handle the input,
 does the input get processed 'on time', given that it's now missed the
 last update queue on the OUTPUT channel (which occurs once every tick,
 as you've been trying to remind me)?

  If it is running faster than the
  tickrate, then this means that the tick calculations are not being
  starved for data.

 Ok, some 'OS' course style terminology then, I am not concerned with
 tick's being starved for data, but frames being swamped for data!

  This means everything is happening fast enough for
  the gameworld to continue onward without incident. This is why Alfred
  (or if not Alfred, it was someone from Valve 

Re: [hlds] shots registering

2005-08-09 Thread Clayton Macleod
I give up.  You're contradicting yourself, stating one thing and a
little while later something else, disagreeing with me one minute, and
agreeing the next while thinking you're still disagreeing, and even
throwing in some condescension for good measure. (OK, that part I
liked, heh)  Have a good one.  I've lost interest trying to find out
where we're both wrong and both right.

On 8/9/05, James Tucker [EMAIL PROTECTED] wrote:
snip

--
Clayton Macleod

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Re: [hlds] shots registering

2005-08-08 Thread James Tucker
On 8/7/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 I have sent a description to the hlds_linux list two times in the last
 couple of months :)

 FPS is how quickly the input processing loop runs, tickrate is how often
 the game runs a simulation step. So FPS will be equal or greater than
 tickrate. A larger FPS will read packets faster but won't simulate the
 game differently.

 - Alfred

 That last sentence is rather nice. So, are you still worrying about
 500fps when even 34 would be more than enough? (at least on a default
 33 tickrate server...)


Clayton, honestly sir for someone with quite a good knowledge of the
source engine you do sometimes miss some really important stuff

You will ALWAYS gain an advantage LOWERING LATENCY by increasing the
server (and client) side FPS. No, this does not increase the tick rate
you are correct, and again, it is correct that it doesn't change teh
rate of gameworld simulation - IT DOES CHANGE THE TIME TO PROCESS
PACKET AND THE TIME TO NEXT PACKET GENERATION - READ: LATENCY.

Quick example:

@500fps
packet arrives at server at 0ms
next frame comes in a max of 0.002 seconds
frame takes 0.002 seconds
packet put in outbound queue at t= 0.004s.
Server processing latency: 0.004s.
(update rate and rate also put limits on this, however you will see
that there is an optimal, but it's not at the tickrate).

@33fps
packet arrives again at 0ms
next frame comes in a max of 0.033s
frame takes 0.033s seconds
packet put in queue at t=0.066
Server processing latency: 0.066s.

N.B. that at 33fps the server is starting to approach several of the
source netcode latency limits already - and this is without RTT or
DTT's completed. Yes there are adjustments made for this, however we
haven't as I said, hit any networking yet.

Remember too that a frame doesn't necessarily process the next tick! A
frame can process any tick back to a maximum of the largest clients
cl_interp (or it's cap).




 On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Ask the guys that know directly


 --
 Clayton Macleod

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Re: [hlds] shots registering

2005-08-08 Thread James Tucker
On 8/8/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The reason I think that it is important to run at a high fps on the servers
 is, you have multiple clients, and assuming you have gone the whole high
 rate servers route, you will be receiving a whole lot of updates, in order
 of up to 100 per second from up to 40 different sources depending upon the
 player number.
  In fact I conjecture that now that tickrate has reduced significantly
 number of simulations run per second in SRCDS, it is all the more important
 to run with as high an fps as possible to ensure that each tick is
 simulating the word with the most up to date data as possible.
  It also seems that raising the fps on a server does not carry the same CPU
 impact that raising the tickrate does, I'm happy to be told I am incorrect,
 but that is what I see.
  I have made some big changes to
 http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 to
 introduce a lot of definitions and bring them into a single location and
 attempt to explain how they relate to each other as well as deal with the
 god forsaken choke issue.
  One thing I am not sure about is this, will clients get choke if the
 servers fps falls beneath the servers tickrate?

Yes - I have had the unfortuante experience to play on a high tickrate
server that is only capable of 50fps - the results were large choke,
common loss registration, rougly 30% of client bullets which render
client side effects never in fact fired on the server (packets seemed
to be simply dropped - maybe even entire ticks were dropped).

Interestingly the optimal settings were not intuitively lower netcode
settings to force a reduction in required processing - but in fact the
opposite - to allow processing as soon and as fast as possible within
the 50fps limitation.

You could check this more thoroughly with the fps_max setting -
however this may not affect ticks depending on the organisation of the
threads + loops.


On another very quick side note, I explained server side processing
latency in the last mail on this thread - this is massively important
to your snipers who need a complete round trip message with the server
to get their scope out. For a sniper, waiting 0.2s (~40ms ping @
~33fps on server side) is not acceptable.



  On 8/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 
  I have sent a description to the hlds_linux list two times in the last
  couple of months :)
 
  FPS is how quickly the input processing loop runs, tickrate is how often
  the game runs a simulation step. So FPS will be equal or greater than
  tickrate. A larger FPS will read packets faster but won't simulate the
  game differently.
 
  - Alfred
 
  That last sentence is rather nice. So, are you still worrying about
  500fps when even 34 would be more than enough? (at least on a default
  33 tickrate server...)
 
 
  On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Ask the guys that know directly
 
 
  --
  Clayton Macleod
 
  ___
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  please visit:
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 --

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Re: [hlds] shots registering

2005-08-08 Thread Clayton Macleod
I'm sure I miss some stuff quite often, we're all human. And, well,
from the description Alfred just gave for server fps and from reading
the Source netcode description page and associating the two,
generating packets to send to clients and the rate that packets get
sent at seem to have absolutely nothing to do with server fps and
everything to do with tickrate. **Alfred just said that server fps
does not change the game simulation.** The server doesn't send packets
out for each server 'frame', it sends packets out after each tick,
containing the data calculated for that tick. Every tick is a seperate
moment in time, a seperate state of the game, a gamestate. Got a
default 33 tickrate server, you get 33 seperate gamestates per second,
no more, (and CPU not being a hinderance) no less. You just stated
that a 500fps server will give you 500 updates per second, when
clearly this is not the case. I also don't know why you're talking
about client-side rendering interpolation, that has nothing to do with
the server fps we're talking about. I think the fact that it has been
called server fps is a little confusing, since we measure our
graphics performance by this same term, fps. But the two aren't
nearly the same thing. Client-side interpolation only serves to smooth
out your view between server ticks, it's got nothing to do with the
server. If your computer can give you 66fps and you're playing on a 33
tickrate server then you get one interpolated frame for every 'real'
frame. The server is still only generating 33 seperate gamestates.
Client-side interpolation is part of the whole seperation of netcode
and graphics. If your computer's beefy enough to render graphics at a
much faster rate than the server is generating seperate gamestates,
well, no reason it shouldn't give you as smooth an experience as
possible. But it does so by making up its own data that has nothing to
do with the server's data, other than the fact that it is using the
server's seperate moments in time to form its guess at what goes
inbetween the server's moments in time. The server still only deals
with its own rate of simulation. If there is any benefit to the server
being able to process input faster than it is simulating the
gameworld, I'm not sure I see what that might be. If it only simulates
the gameworld 33 times a second, why would it need to process player
input at a rate any faster than that? As long as it is capable of
processing that input fast enough to feed the next simulation step,
you're golden. It's not a continuously changing world like our world
is. It is a world based on completely seperate instances in time,
coming at a fixed rate, but each one a representation of the world
only at that instant. It is not a continuous, uninterrupted flow of
time. Being able to process more input data than there are simulation
steps shouldn't mean anything, since it is still only those simulation
steps that make up the world.


On 8/8/05, James Tucker [EMAIL PROTECTED] wrote:
 Clayton, honestly sir for someone with quite a good knowledge of the
 source engine you do sometimes miss some really important stuff

 You will ALWAYS gain an advantage LOWERING LATENCY by increasing the
 server (and client) side FPS. No, this does not increase the tick rate
 you are correct, and again, it is correct that it doesn't change teh
 rate of gameworld simulation - IT DOES CHANGE THE TIME TO PROCESS
 PACKET AND THE TIME TO NEXT PACKET GENERATION - READ: LATENCY.

 Quick example:

 @500fps
 packet arrives at server at 0ms
 next frame comes in a max of 0.002 seconds
 frame takes 0.002 seconds
 packet put in outbound queue at t= 0.004s.
 Server processing latency: 0.004s.
 (update rate and rate also put limits on this, however you will see
 that there is an optimal, but it's not at the tickrate).

 @33fps
 packet arrives again at 0ms
 next frame comes in a max of 0.033s
 frame takes 0.033s seconds
 packet put in queue at t=0.066
 Server processing latency: 0.066s.

 N.B. that at 33fps the server is starting to approach several of the
 source netcode latency limits already - and this is without RTT or
 DTT's completed. Yes there are adjustments made for this, however we
 haven't as I said, hit any networking yet.

 Remember too that a frame doesn't necessarily process the next tick! A
 frame can process any tick back to a maximum of the largest clients
 cl_interp (or it's cap).


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Re: [hlds] shots registering

2005-08-07 Thread Clayton Macleod
I have sent a description to the hlds_linux list two times in the last
couple of months :)

FPS is how quickly the input processing loop runs, tickrate is how often
the game runs a simulation step. So FPS will be equal or greater than
tickrate. A larger FPS will read packets faster but won't simulate the
game differently.

- Alfred

That last sentence is rather nice. So, are you still worrying about
500fps when even 34 would be more than enough? (at least on a default
33 tickrate server...)


On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Ask the guys that know directly


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Re: [hlds] shots registering

2005-08-07 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
The reason I think that it is important to run at a high fps on the servers
is, you have multiple clients, and assuming you have gone the whole high
rate servers route, you will be receiving a whole lot of updates, in order
of up to 100 per second from up to 40 different sources depending upon the
player number.
 In fact I conjecture that now that tickrate has reduced significantly
number of simulations run per second in SRCDS, it is all the more important
to run with as high an fps as possible to ensure that each tick is
simulating the word with the most up to date data as possible.
 It also seems that raising the fps on a server does not carry the same CPU
impact that raising the tickrate does, I'm happy to be told I am incorrect,
but that is what I see.
 I have made some big changes to
http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 to
introduce a lot of definitions and bring them into a single location and
attempt to explain how they relate to each other as well as deal with the
god forsaken choke issue.
 One thing I am not sure about is this, will clients get choke if the
servers fps falls beneath the servers tickrate?

 On 8/8/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 I have sent a description to the hlds_linux list two times in the last
 couple of months :)

 FPS is how quickly the input processing loop runs, tickrate is how often
 the game runs a simulation step. So FPS will be equal or greater than
 tickrate. A larger FPS will read packets faster but won't simulate the
 game differently.

 - Alfred

 That last sentence is rather nice. So, are you still worrying about
 500fps when even 34 would be more than enough? (at least on a default
 33 tickrate server...)


 On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Ask the guys that know directly


 --
 Clayton Macleod

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Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
This is how I understand it:

tickrate = the amount of times per second a calculation of all player
actions and physics is done

fps or server fps = the amount of times per second Inputs and Outputs are
monitored

The reson for wanting a higher fps is that it gives you a finer granularity
over I/O's than you would otherwise have, if left at Windows default of 60
times a second. It is also important in context of a server because there
are multiple clients connected to it, thus the server needs to be able to
deal with incoming data from multiple sources, and when running a high
tickrate/high rate server, with clients who also run at equally high fps and
rates, there is a hell of a lot more I/O going on than if server  client
was all running at default.

In any case there is no reason to believe what I have just said, the
important thing is how the server feels once the changes to tickrate,
fps_max, sv_maxrate  sv_maxupdaterate have been implemented.

Those of you who have the hardware and connection to cope will know that
playing on a well configured server with a great Internet connection with a
client that also hardware capable, with a suitable Internet connection, and
properly configured rates, is a vastly superior gaming experience than
playing with defaults.

The fact of the matter is, in many case, somewhere along the line a crucial
part of this very precarious balancing act falls down and somebody (never
the client god forbid) has to take the blame.

Too many times a poor gaming experience can be attributed to either a poorly
configured server for the resources available and/or a poorly configured
client.

People tend to forget that the Valve defaults tend to cater to the lowest
common denominator, which provides for a reasonable, and more importantly
hoped for trouble free experience, but these setups are less than optimal so
long as all pieces of the puzzle can cope with optimization of Valves
default setups.

Cheers

On 8/3/05, Scott Tuttle [EMAIL PROTECTED] wrote:

 I just joined the list group so I am not exactly sure what the below
 conversation is about.

 But I upped my sys_ticrate today and am running wmp on my windows 2003
 server. I get the following.

 stats
 CPU In Out Uptime Users FPS Players
 4.15 13.03 13.27 482 146 510.94 6

  -Original Message-
  From: [EMAIL PROTECTED] [mailto:hlds-
  [EMAIL PROTECTED] On Behalf Of Morten Trydal
  Sent: Tuesday, August 02, 2005 8:18 PM
  To: hlds@list.valvesoftware.com
  Subject: Re: [hlds] shots registering
 
  what about if the server if almost full or full? i see it's empty when
 you
  got that high fps
 
  Morten
  - Original Message -
  From: [EMAIL PROTECTED]
  To: hlds@list.valvesoftware.com
  Sent: Tuesday, August 02, 2005 10:50 PM
  Subject: Re: [hlds] shots registering
 
 
   --
   [ Picked text/plain from multipart/alternative ]
   CPU In Out Uptime Users FPS Players
   1.56 0.00 0.00 7801 15 539.16 0
   this is my server 66 tic
   --
  
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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
has valve ever explained how tickrate relates to server fps? I don't
recall. I'd always thought that as long as server fps is greater than
tickrate then you shouldn't notice any hiccups in the game at all. But
if server fps falls below tickrate, then not every tick is producing
new data. I don't know that that is correct, though.

On 8/2/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 This is how I understand it:

 tickrate = the amount of times per second a calculation of all player
 actions and physics is done

 fps or server fps = the amount of times per second Inputs and Outputs are
 monitored

 The reson for wanting a higher fps is that it gives you a finer granularity
 over I/O's than you would otherwise have, if left at Windows default of 60
 times a second. It is also important in context of a server because there
 are multiple clients connected to it, thus the server needs to be able to
 deal with incoming data from multiple sources, and when running a high
 tickrate/high rate server, with clients who also run at equally high fps and
 rates, there is a hell of a lot more I/O going on than if server  client
 was all running at default.

 In any case there is no reason to believe what I have just said, the
 important thing is how the server feels once the changes to tickrate,
 fps_max, sv_maxrate  sv_maxupdaterate have been implemented.

 Those of you who have the hardware and connection to cope will know that
 playing on a well configured server with a great Internet connection with a
 client that also hardware capable, with a suitable Internet connection, and
 properly configured rates, is a vastly superior gaming experience than
 playing with defaults.

 The fact of the matter is, in many case, somewhere along the line a crucial
 part of this very precarious balancing act falls down and somebody (never
 the client god forbid) has to take the blame.

 Too many times a poor gaming experience can be attributed to either a poorly
 configured server for the resources available and/or a poorly configured
 client.

 People tend to forget that the Valve defaults tend to cater to the lowest
 common denominator, which provides for a reasonable, and more importantly
 hoped for trouble free experience, but these setups are less than optimal so
 long as all pieces of the puzzle can cope with optimization of Valves
 default setups.


--
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Re: [hlds] shots registering

2005-08-03 Thread Agent|BeNt

Exactly what combination of tickrate/fps of a server would dictate a good
registering server?As far as that goes what combination of cvars would
effect a good registering server for 1.6?

BeNt
http://www.gorillazsouth.com



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Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
The higher the better.
 A tickrate of 100 means the server is theoretically running simulations
every 10ms
 An fps of 500 means the server is theoretically doing I/O updates ever 2ms
 The only reason I have suggested that tickrate 600 be used is:
 a) Nothing seems to work to change the fps_max until a value greater than
500 is used
 b) I cbf working out exactly what the value greater than 500 is
 c) Nobody has provided any explanation whatsoever as to why it is
impossible to change the *rcon stats* fps actual value unless you do change
by at least this amount, nor has anybody disagreed with me and said, No,
Whisper, you are incorrect. Since Values between 300 and 500 seem to only
cause the same *rcon stats* fps value as a default 300 fps_max to output an
fps value of around 250.
 I pontificate quite subtantially about all this here:
http://forums.steampowered.com/forums/showthread.php?s=threadid=293285 as I
finally got sick and tired of every other Windows SRCDS post asking about
tickrate.
 On 8/3/05, Agent|BeNt [EMAIL PROTECTED] wrote:

 Exactly what combination of tickrate/fps of a server would dictate a good
 registering server?As far as that goes what combination of cvars would
 effect a good registering server for 1.6?

 BeNt
 http://www.gorillazsouth.com



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Re: [hlds] shots registering

2005-08-03 Thread Clayton Macleod
where are you seeing this fps = i/o at? Because their network code
description page says that i/o is part of each tick's calculation.

On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 The higher the better.
  A tickrate of 100 means the server is theoretically running simulations
 every 10ms
  An fps of 500 means the server is theoretically doing I/O updates ever 2ms
  The only reason I have suggested that tickrate 600 be used is:
  a) Nothing seems to work to change the fps_max until a value greater than
 500 is used
  b) I cbf working out exactly what the value greater than 500 is
  c) Nobody has provided any explanation whatsoever as to why it is
 impossible to change the *rcon stats* fps actual value unless you do change
 by at least this amount, nor has anybody disagreed with me and said, No,


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Re: [hlds] shots registering

2005-08-03 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Ask the guys that know directly

On 8/4/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 where are you seeing this fps = i/o at? Because their network code
 description page says that i/o is part of each tick's calculation.

 On 8/3/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  The higher the better.
  A tickrate of 100 means the server is theoretically running simulations
  every 10ms
  An fps of 500 means the server is theoretically doing I/O updates ever
 2ms
  The only reason I have suggested that tickrate 600 be used is:
  a) Nothing seems to work to change the fps_max until a value greater
 than
  500 is used
  b) I cbf working out exactly what the value greater than 500 is
  c) Nobody has provided any explanation whatsoever as to why it is
  impossible to change the *rcon stats* fps actual value unless you do
 change
  by at least this amount, nor has anybody disagreed with me and said,
 No,


 --
 Clayton Macleod

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Re: [hlds] shots registering

2005-08-02 Thread Ian mu
What kind of fps do you get from an rcon stats command?

On 8/2/05, dexion [EMAIL PROTECTED] wrote:
 they may have poorly configured client settings, but its nearly impossible
 to get someone to configure their client correctly when they set it up
 perfectly
 dex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of
 [EMAIL PROTECTED]
 Sent: Tuesday, August 02, 2005 8:21 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] shots registering


 --
 [ Picked text/plain from multipart/alternative ]
 Was just wondering if anyone has to deal with alot  of peaple saying that
 there shots are not registering? i have went to 100  tickrate , pings are
 good
 and they still complain..
 --

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RE: [hlds] shots registering

2005-08-02 Thread dexion
well, whatever I like, I run the servers. I set them for default so roughly
250ish.
dex
keep in mind tickrate is only part of the puzzle...updaterate...rates all
sorts of junk.

http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

dex


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Ian mu
Sent: Tuesday, August 02, 2005 11:56 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] shots registering


What kind of fps do you get from an rcon stats command?

On 8/2/05, dexion [EMAIL PROTECTED] wrote:
 they may have poorly configured client settings, but its nearly impossible
 to get someone to configure their client correctly when they set it up
 perfectly
 dex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of
 [EMAIL PROTECTED]
 Sent: Tuesday, August 02, 2005 8:21 AM
 To: hlds@list.valvesoftware.com
 Subject: [hlds] shots registering


 --
 [ Picked text/plain from multipart/alternative ]
 Was just wondering if anyone has to deal with alot  of peaple saying that
 there shots are not registering? i have went to 100  tickrate , pings are
 good
 and they still complain..
 --

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Re: [hlds] shots registering

2005-08-02 Thread Ian mu
Yeah, sorry meant to the original post. Agree, its just a part of the
pic, was just wondering if he was getting poor fps which was evidence
of it.

On 8/2/05, dexion [EMAIL PROTECTED] wrote:
 well, whatever I like, I run the servers. I set them for default so roughly
 250ish.
 dex
 keep in mind tickrate is only part of the puzzle...updaterate...rates all
 sorts of junk.

 http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html

 dex


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Ian mu
 Sent: Tuesday, August 02, 2005 11:56 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] shots registering


 What kind of fps do you get from an rcon stats command?

 On 8/2/05, dexion [EMAIL PROTECTED] wrote:
  they may have poorly configured client settings, but its nearly impossible
  to get someone to configure their client correctly when they set it up
  perfectly
  dex
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] Behalf Of
  [EMAIL PROTECTED]
  Sent: Tuesday, August 02, 2005 8:21 AM
  To: hlds@list.valvesoftware.com
  Subject: [hlds] shots registering
 
 
  --
  [ Picked text/plain from multipart/alternative ]
  Was just wondering if anyone has to deal with alot  of peaple saying that
  there shots are not registering? i have went to 100  tickrate , pings are
  good
  and they still complain..
  --
 
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RE: [hlds] shots registering

2005-08-02 Thread James Grimstead
its probly a bit ott,

our server is capped at 200, and it doesnt seem to deviate from it much at
all. server runs smooth and reg's alot. nice sub 20 pings too (uk)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
[EMAIL PROTECTED]
Sent: 02 August 2005 22:00
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] shots registering


--
[ Picked text/plain from multipart/alternative ]
539.16  fps is bad?
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RE: [hlds] shots registering

2005-08-02 Thread Scott Tuttle
I just joined the list group so I am not exactly sure what the below
conversation is about.

But I upped my sys_ticrate today and am running wmp on my windows 2003
server.  I get the following.

stats
CPU   InOut   Uptime  Users   FPSPlayers
4.15 13.03 13.27 482   146  510.94   6

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:hlds-
 [EMAIL PROTECTED] On Behalf Of Morten Trydal
 Sent: Tuesday, August 02, 2005 8:18 PM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] shots registering

 what about if the server if almost full or full? i see it's empty when you
 got that high fps

 Morten
 - Original Message -
 From: [EMAIL PROTECTED]
 To: hlds@list.valvesoftware.com
 Sent: Tuesday, August 02, 2005 10:50 PM
 Subject: Re: [hlds] shots registering


  --
  [ Picked text/plain from multipart/alternative ]
  CPU   InOut   Uptime   Users   FPS Players
  1.56   0.00  0.00780115   539.16   0
  this is my server 66  tic
  --
 
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