Comments (8)
Running with more than 1000 fps doesn't make sense. It's better to have a more stable value.
Maybe I'll try to do something for fps stabilization.
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100-250 fps is enough. I don't know why you want 1000 fps and more.
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Stabilizing the FPS would be a great improvement.
mmtimer did that but for the expense of high CPU usage..
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If I'm not mistaken running your server at higher fps makes your server response faster (it can be a good or bad thing). For instance, if I run my server at 1000fps, there's a drop in latency compared to if my server was run at 100-125fps. One concern though, is that running at such high fps involves stability issue and cpu usage concern.
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Do you guys have any ideas about why server FPS isn't stable on machines with tons of spare CPU time?
I haven't tried reHLDS myself, but does it address this at all? Can I expect higher server fps than with the official release of HLDS?
If you want to see why 100 fps isn't enough, take the sdk code for grenades or rockets or something and make them think every 1ms instead of every 100ms. Lots of stuff can be smoothed out and made more responsive with higher framerates.
Unfortunately, I've never been able to get HLDS to go above 850 fps or so on any hardware. If I profile HLDS with callgrind, I can see most of the time going into some HLDS function that grinds entity physics for each frame...so obviously this is a good hotspot to do some optimization.
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Having a server ticrate of 1000 doesn't add much value if you don't increase the update rate to the client 10 fold as well, which increases the traffic usage significantly. This mystic 1000 server fps is rather useless, 100 is plenty enough.
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FPS instability caused by inaccuracy of the system timer. This is necessary for efficient CPU resource consumption.
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Thanks. On ReHLDS build 795 you fixed sys_ticrate problem. Now my server fps can increase more then 1000.
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Related Issues (20)
- Players stuck in my server HOT 3
- CI has warnings
- GetBonePosition & GetAttachment functions are incomplete!
- Unable to connect to Steam - Steam users dropping after a short time on server HOT 7
- [SOLVED] Fatal error: Cache_UnlinkLRU: NULL link
- undefined symbol: SteamGameServer
- Missing Sv_busters on the new ReHLDS, Mp5 reload HOT 1
- Procedure entry point SteamApps could not be found HOT 2
- server crash ( HOT 34
- FATAL ERROR (shutting down): Cache_TryAlloc HOT 1
- [Feature Request] sv_allowlighteffects HOT 2
- aimbot detection sources HOT 9
- HLTV signoncommands seem to not be working
- Players carrying C4 randomly encounter issues where weapons cannot be switched
- [suggestion] -heapsize
- Ubuntu 22.04, gdb not work?
- Joining a CS 1.6 server with CS CZ client causes STEAM validation rejected HOT 4
- HLTV Idle for 20 seconds
- HLDS crashes with the new server DLL
- 25th Anniversarry compatibility HOT 13
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