steam.roy Posted July 2, 2011 Share Posted July 2, 2011 It would be great for games such as source games, that we could check actual fps rate compared to the set one in the command line. To see if the user overrides there fps rate by another means. Link to comment Share on other sites More sharing options...
Goran Posted July 2, 2011 Share Posted July 2, 2011 execute: stats? or you mean limit and be notified when user changes it? Link to comment Share on other sites More sharing options...
Steve-TGM Posted July 2, 2011 Share Posted July 2, 2011 I know v1 blocked modification of specific limits..... maybe incorporate that as an optional limit to monitor... Link to comment Share on other sites More sharing options...
steam.roy Posted July 2, 2011 Author Share Posted July 2, 2011 execute: stats? or you mean limit and be notified when user changes it? I mean a limit and be notified when user's server goes above it. As users can set up the fps rate above what is set in the cmd line and or the config file very quickly. So looking at the real rate from the progress and monitor that. Link to comment Share on other sites More sharing options...
djonz Posted July 2, 2011 Share Posted July 2, 2011 Well, if your looking at the Source Engine, you can lock your values right into the commandline of the server. Monitoring it for that part is mostly useless. Might be usefull to see the stability of the server... Link to comment Share on other sites More sharing options...
LFA Posted July 2, 2011 Share Posted July 2, 2011 In query monitoring you can create rules that compares values of server variables. It would only work if the game reports the fps as a server variable. I don't think it does. Link to comment Share on other sites More sharing options...
marks Posted July 3, 2011 Share Posted July 3, 2011 FPS is not a public server variable but could be done via executing an rcon or console command and reading the output. Link to comment Share on other sites More sharing options...
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