Yes. They changed the code in SRCDS to lower idle cpu usage.
First you want to check if HPET is enabled on your server box. And then run
your servers with the fps_max at 500 thus you should be able to get a
semi-stable 500FPS. But valve and I highly recommend you running your
servers at the
Valve can fix this entire quagmire quickly and easily just changing the
SteamWorks API so that it no longer reports a difference between F2P and
users who have bought an item. There is no need for valve to do anything
other than that.
On Mon, Jul 4, 2011 at 2:24 PM, Dominik Friedrichs
The easiest way in my opinion, is to install slot reserved. We got 5 servers
which are full almost non stop since the F2P update. One of those is
reserved for community member where they can connect when they want, and
that's the best system we got so far. More the F2P players aren't so bad (at
If you run fps_max 66 your hit detection will suffer. I've competed on servers
which were 200ish compared to a 1000fps server and noticed a measurable
difference in hit detection, both on the opponent and rocket jumping. However
over 1000fps has no bonus as far as I can tell. However, 66 fps
It's just because fps_max doesn't set the fps limit correctly on the
servers. If you put it on 100 you'll end up having 64 fps, etc.
If fps_max would work correctly and you would get a constant 66 fps, then
it's pointless to have anything above that.
2011/7/5 TRISTAN MARLER bloodyi...@shaw.ca
fps_max server tick rate
From: AnAkIn . anakin...@gmail.com
To: tmar...@shaw.ca; Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Sent: Tuesday, 5 July 2011, 17:25
Subject: Re: [hlds] Lower server-side FPS with recent updates?
It's
Hey,
We've just released a small hotfix for the BRINK Dedicated Server, addressing
an issue with physics commands not being synched to all clients. Among other
things, this would sometimes result in inconsistent player movement (such as
crouching).
Apologies for the lack of notice!
William
At 10:48 AM 7/5/2011, TRISTAN MARLER wrote:
Content-language: en
Content-type: multipart/alternative; boundary=--c07762eb3cd45620f9af
If you run fps_max 66 your hit detection will suffer. I've competed
on servers which were 200ish compared to a 1000fps server and
noticed a measurable
But ticks occur inside a frame, so if you have a constant FPS of 66, you
will also have a constant tick rate of 66. It makes no logical sense that
doing more frames in a second is useful, because no ticks will occur in
them. Hence, there is no change in hit detection, because no more network
Well, the main reason that people feel like high FPS servers are
smoother or better is because they're generally running on much better
hardware and OS's. If a server can only reach a maximum server FPS of around
66, it is bound to dip below that. Server FPS is constantly fluctuating, and
very
I'm not here to debate the existence of this phenomenon, this was derived
through thorough observation in past competitions where rocket jumps would work
on a high fps server wouldn't come out on a lower fps server (ala 66fps), same
thing for hit registration on opponents.
Take it or leave it
Re-reading this over, I don't think I explained it quite well enough. It's
hard to explain in words, but if someone wants a better explanation, I can
do something in mspaint that would explain it.
TL;DR: There IS a difference between high and low FPS servers, but it does
not give a single player
Depending on the timing, some of those frames could've been non-tick frames.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saul Rennison
Sent: Tuesday, July 05, 2011 4:12 PM
To: Mart-Jan Reeuwijk; Half-Life dedicated Win32 server mailing
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