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When using the fps_max variable in a Windows environment these are the most stable fps_max variables I could locate.
fps_max 0 = ~998FPS ( Produces the max FPS your OS / Hardware can provide )
fps_max 600 = 512FPS
fps_max 300 = 256FPS ( Default and Recommended )
I have not tried lower values.
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The kernel you choose aims for most throughput -> more servers/slots per machine
There is no proof that increasing fps with orangebox (based on the servername I guess you are running css) will increase the serverquality. We discussed that topic on many threads now.
I double blindtested the impact of fps to the gameplay with obox and found none. Also it seems like 100% stable fps are not needed anymore.
My last tests lead me to the conclusion that as long as fps>tickrate and not jumping from 100 to 998 all the time you are fine (some drops are normal espacially if you use source tv).
That is why idlers wont increase the gameplay.
If you are running other things than gameservers on that root you might want to look into the programm "chrt" and increase the priority of the gs threads. One way is the rescheduling script at the wiki. The other is using the /etc/limits/security.conf and allow the user to use higher prios. If you configure the .conf you can start the server with chrt -r 98 ./srcds_run .
Back to fps:
If you want decent public servers use 300(standart) or 500. More is a waste of cpu. If you also run warservers and your people still believe in the 1000fps vodoo use fps_max 0
High fps do not harm. But there is no proof that you can gain anything from them except higher cpu and electrity usage.
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follow the rest of my howto? :-)
and consider what terrorkarotte wrote, he is probably right in most points. in principle your server looks fine, the fps-meter rating probably isn't correct anymore since the orangebox update.
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Awesome thanks guys, yeah the server is a large public 58 slot server so far running smooth.
Cheers!
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Damn.. CSS server 45+ players or so, tickrate dropped alot but seemed to be at the start of the round? I looked at the console and there was alot of spam,
DLL_MessageEnd: Refusing to send user message UpdateRadar of 256 bytes
Looking on google it seems to be because of all the players on the radar at the same time? Does anyone know a fix for this if one exists?
Thanks,
Alex.
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hm, maybe there is a fix. but with more than 32 players you are sort of running out of specifications :-) cs:s is designed to run with 32 players at most, if you have more, you have to expect certain problems... I think I never saw a >32 slot server running really smooth...