11-21-2010, 10:28 PM
simply: that argument (the link) is out-dated. since the orangebox update, the ping is no longer affected by the fps. the optimal setting for fps_max for orangebox-based games is a setting that results in fps exactly equal the tickrate (which is fixed for css at 66, but afaik still variable e.g. for dods).
this has (probably - I did not test this actually on windows) nothing to do with windows or linux, as on both platforms the fundamental architecture of the server is equal. with the orangebox valve introduced a dedicated thread for receiving and processing network packets, so there is no longer any delay between the arrival of the packet at the server and receiving the packet by srcds. before the OB update this delay added an arbitrary time to the (effective) ping which was different for each packet. therefore it presented an uncertainty in the order of the time between to frames for the engine.
but this was before the OB update. now there is no longer such delay. the fps only affect when packets are sent from the server to the clients. so the fps still need to be (at least) as high as the tickrate, else the updaterate (= effective tickrate) is reduced. as the updaterate does not get higher when rising the fps above the tickrate, higher fps will not change anything but increase the cpu usage.
does this answer your question sufficiently? :-)
this has (probably - I did not test this actually on windows) nothing to do with windows or linux, as on both platforms the fundamental architecture of the server is equal. with the orangebox valve introduced a dedicated thread for receiving and processing network packets, so there is no longer any delay between the arrival of the packet at the server and receiving the packet by srcds. before the OB update this delay added an arbitrary time to the (effective) ping which was different for each packet. therefore it presented an uncertainty in the order of the time between to frames for the engine.
but this was before the OB update. now there is no longer such delay. the fps only affect when packets are sent from the server to the clients. so the fps still need to be (at least) as high as the tickrate, else the updaterate (= effective tickrate) is reduced. as the updaterate does not get higher when rising the fps above the tickrate, higher fps will not change anything but increase the cpu usage.
does this answer your question sufficiently? :-)
http://www.fpsmeter.org
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide (Linux Kernel HOWTO!)
Do not ask technical questions via PM!
http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide (Linux Kernel HOWTO!)
Do not ask technical questions via PM!