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CS:S 100 tick 500 FPS


Anubis1055

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ok... this is driving me insane... im tired of staring at google as it has become the website i have used the most (according to chrome rankings). Ill post specs below >.>

 

Here is the problem... Lets pretend there is only 1 server on this machine (processor use and ram is not relevent as there is more than enough available even when all servers are in use peaking at around 50%). This server is a 42 slot 100 Tick 500FPS server. When this server has around 25 people on it then it is running great at around 500 fps (except at round start where the tick rate hits rock bottom). Now when this server gets closer to 30 players it gets laggy. Im talking about the players chopping around the map, shoot a barrel and it is choppy goin thru the air kinda lag. Its quite annoying.

Game service gets restarted nightly and the box gets a restart typically 1 time a week.

its currently on 66 tick because of lag. now the complaints are on registry. cant please em eh?

cmd line currently in use

-game cstrike -console +ip 75.102.27.2 -port 27015 +maxplayers 36 +exec server.cfg +map de_dust2 -preload -tickrate 66

 

relevent data from server.cfg

this is what i use when i have the server set to 100 tick

//sv_minrate 13000

//sv_maxrate 25000

//sv_minupdaterate 66

//sv_maxupdaterate 101

//sv_mincmdrate 66

//sv_maxcmdrate 101

//sv_client_cmdrate_difference 1

//sv_client_predict 1

//sv_client_interpolate 1

//sv_client_min_interp_ratio -1

//sv_client_max_interp_ratio -1

 

Windows Server 2003 x64 bit

AMD Phenom Quad 2.2Ghz

4GB DDR2 5300 Ram

250GB 7200 RPM SATA2

 

any ideas oh ye gurus?

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The last I knew...someone correct me if I'm wrong,

 

valve's engine is written and based for intel code, the threading is based upon the intel architecture. I believe they included a patch for amd systems, however it is very buggy and I know the older machines 275, 270's etc, had issues with threading and large player gameservers. They would be fine up until 20 or slo players, after that you mine as well run it on a celeron as it completely choked out.

 

Again, not so sure how the phenoms run the large servers, but this has been my experience with amd and source based games in the past...

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the game is not designed to handle high tickrate at over 24 slots because of context switching and scheduler latency. You're going to either a.) not run high tickrate b.) don't run over 24 slots c.) or try increasing the scheduler to realtime. this will increase page fault latency and slow some I/O down (map loads will increase) but it might be ok.

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Question for all you hosts out there. Does a 100 tick server really make that much of a difference as far as playablility of a server?

 

I played CS way back when and never saw any issue with shot registration etc... Is this all in the players mind? Or does it actually make a noticeable difference?

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It increases the precision of certain operations. Not sure what, without sourcecode access. The other problem is 'registry' is like bigfoot. Can't prove it exists, or can't prove that it doesn't.

 

I've had a source server at 500 tickrate before and the only problems I seen was certain animations get broken and timers tick too fast...

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