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I've updated the post containing the download with an xxl-sized red text to warn from downloading and using it.
I'm making good progress with v2 but will have to do a lot more blackbox-testing and benchmarking before I actually know the exact impact of different functions and values with different players, load and hardware.
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The lib currently calculates the timing incorrectly and contains other bugs.
Please _do not_ use it until the release of V 2.0, it simply won't give the desired result!
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even if all bugs are resolved, this lib will not improve anything (like mine as well)...
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accuracy can't be improved by fps.
Sluggish accuracy is mostly due to network latency, jitter and prediction errors resulting from those, not inaccuracte (in the range of nanoseconds!) sleeps and slower packet polling.
I have some issues in real-life I have to deal with, the lib comes second
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instable fps reduce accuracy. but you don't need a lib to get stable fps. those libs follow the wrong approach, they don't make the fps more stable.
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01-22-2010, 09:03 PM
(This post was last modified: 01-22-2010, 09:03 PM by d4f.)
From my experience fps drops from 1000 to 900 are not noticeable, since it's still over 9x faster than the max. client update rate and well below the network latency variation. However I agree, stable fps can easily be achieved without a lib, especially since the libs dont really change anything but simply use somewhat more precise equivalents of the commands.
v2 is following a completely other approach - it tries to reduce cpu usage and syscalls aswell as produce (mostly - not always) high-precision nanosleep, not correct timing issues from the past runs.
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Week hardware and too much slots running for it. How many slots are you trying 20 or more at tick 100 ?
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You don't need to syscall for time. You can do rdtsc, read the DRAM refresh rate. All you need to gage time is 2 sources to interpolate from. Linux kernel does this for jiffies/ticks..