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		We have learned to stabilize the kernel quite a bit, but still no 2000 fps kernels yet.
	
	
	
	
		
	
 
 
	
	
	
		
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		I still dont see what you want to gain from 2000 fps. The server will run worse that with 1000 fps on the same hardware, that's almost for sure. You will lower the theoretical ping limit by 0.5 ms, but you probably will never achieve the same stability as with 1000 fps. I think you will come close to the precision limit of the clocks in most PCs, it would need to be below a microsecond (1us are 4 fps at 2000 fps). I don't even want to think about all the wake-up latencies etc. in kernel process handling. You basically double the effekt of all this. That is, in case you really manage to breake the 1000 fps limit in the engine, without introducing bugs like the speedups we know from hlds with pb3 and sys_ticrate 10000.
	
	
	
	
		
	
 
 
	
	
	
		
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		the theory about the fps, is that it will run the game smoother, better reg, etc.  But there is a limit to it.  Again as mentioned, theres no real difference between 1000fps and 2000fps besides 1000fps difference.  2000fps speeds up game play however.  And the human eye cant even see past 400-500fps anyways.  And to everyone who says they notice a difference, that may be so on a crappy server, overloaded server boxes, or just plain rates are not set right.  It is nothing but a sales tactic.
	
	
	
Ryan White
Owner & CEO
GigabiteServers.com
	
		
	
 
 
	
	
	
		
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		pls, on having near 20 players gaming on your server do a stats, and also do on the shell a "uptime" to see how much this server takes from the system and if its good idea to have it so.