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 10000 fps server

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assassin
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PostSubject: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 13:13

Lol,

I just google'd "10000 fps server" and the first link that popped out was our match server at gametracker.com.

Anyone can tell me what 10000 fps means for a server?
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assassin
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PostSubject: Re: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 13:20

its only 1000 fps right?
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orf
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PostSubject: Re: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 13:30

No it's 10000 fps. rcon stats usually gives an FPS of about 11000 fps, lol.

So server fps is the amount of times the server refreshes/recalculates/updates the game per second. It's not like client fps which is the amount of graphical rendered frames per second, but rather it's just how many times it updates the data stream per second, or "network frames".
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assassin
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PostSubject: Re: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 14:00

Are we using gameserver? Coz i was just checking out to see 10000fps servers, couldn't find it. Do you have the link for 10000fps server specs?

I'm just curious, lol.
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Virus
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PostSubject: Re: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 14:34

thats what I am paying for...donations are still welcome =)
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orf
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PostSubject: Re: 10000 fps server   10000 fps server EmptyWed Feb 10 2010, 17:04

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TofuNinja
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PostSubject: Re: 10000 fps server   10000 fps server EmptyThu Feb 11 2010, 22:28

lol if i could just interrupt...
1. gameservers if you do not know are one of the WORST server hosters out there
2. FPS means frames per second actually. that means the max it can show u guys is 10k fps but its up to ur comp to show it. (ex. bad computer, server is glitchy, good computer, smoother) and there really is no point in buying a 10kfps server. the eye cant see over 1000 fps. So technically you guys are wasting money on something you cant see. the tick is the hit and projectile registration part of servers. 100 tick is good for bhop and good reg. lower u go the worst. and sometimes overloading boxes can cause loss of reg. like gameservers.

just a little fyi.... i kno this cuz im kinda friends with jarhead servers owner and we talk time to time.
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orf
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PostSubject: Re: 10000 fps server   10000 fps server EmptyThu Feb 11 2010, 23:07

TofuNinja wrote:

2. FPS means frames per second actually. that means the max it can show u guys is 10k fps but its up to ur comp to show it. (ex. bad computer, server is glitchy, good computer, smoother) and there really is no point in buying a 10kfps server. the eye cant see over 1000 fps. So technically you guys are wasting money on something you cant see. the tick is the hit and projectile registration part of servers. 100 tick is good for bhop and good reg. lower u go the worst. and sometimes overloading boxes can cause loss of reg. like gameservers.

Not true. The max amount of frames the eye can distinguish varies on the media. We see films as solid motion, but modern films are only 24-30 FPS. Our screens don't flicker in our eyes and they're usually 60-100 frames per second, or hertz. It depends on a lot of things, such as motion blur (films that are 18 FPS, like old silents, are smooth to the eye but that's because they have blur). But things like TVs have to be 100 Hz or so because TV signals are in PULSES. The TV pulses between light and dark, and our eyes are particularly sensitive to darkness, so we need a much higher graphical refresh rate in order to not notice the flickering between darkness and light.

You're also wrong about server fps. You're confusing client-side graphical FPS with server FPS. Your client-side FPS has absolutely NOTHING to do with server FPS. Client FPS has to do with how many times your computer can refresh per second the graphics on your screen from your own POV. Your system can update the graphics 300, 500 times a second if your graphics card is powerful enough even on a 250 FPS server. Server FPS has nothing to do with that. Here's the actual definition of tickrate and server fps:

from CEVO (with additional info from a guy from Nuclear Fallout Servers):
Quote :
The Basics

To understand server settings, it’s important to understand how your computer interacts with the game server. As you play, your computer sends little bits of data, called “commands,” to the server. These commands tell the server where you are and what you are doing (i.e. shooting, ducking, jumping, etc.). The server accepts and processes these commands and sends more little bits of data, called “updates,” back to your computer.
There are several settings you can configure on your side to manage the sending and receiving of data, but that is for another guide. This guide focuses on settings specific to the game server itself.

There are two major factors that impact a server’s performance and registration:

* Frames, usually referred to as “FPS” (frames per second, not first-person shooter)
* Tickrate

FPS is a measurement of how often the server engine processes “network frames.” Network frames are simply incoming and outgoing network events – the packets of data coming from your PC (commands) and the packets of data being sent back (updates).

Tickrate, on the hand, refers to how often the game server engine recalculates the world. Every time a “tick” happens, the server runs all the necessary calculations to decide where people are located, where shots have landed, etc.

What the Numbers Mean

Most Game Server Providers (GSPs) offer varying levels of “server quality”, usually centered on the FPS statistic. 250, 500, 1000 FPS — what exactly does this mean? How does 1000 FPS translate to better registration?

If a game server has FPS of “250”, that means it’s processing network frames 250 times every one second. Since there are 1,000 milliseconds per second, we can divide 1000 by 250 and calculate that the server is processing frames once every 4 milliseconds (ms). Increasing the FPS to 500 will force the game engine to process frames every 2ms. Generally speaking, a server with higher FPS will register shots and movement more accurately because it is processing data more often.

How Game Server Engines Work

Most server engines process network frames and ticks at the same time — network events are accepted, the world is recalculated, and updates are sent out. Counter-Strike 1.6, Call of Duty 4, and many other game server engines are this way. For these games, the tickrate is tied directly to server FPS in a 1:1 relationship –- 500 FPS = 500 tickrate. Most server engines do not even distinguish between the two terms and normally only refer to server FPS.

A select few engines, such as Counter-Strike Source, handle FPS and tickrate differently. With Source, tickrate is limited to 100, but FPS can go much higher. This means that although the server may be accepting, say, 500 commands per second, it’s only recalculating the world 100 times per second.

So with a game like Source, is it worthwhile to pay for a high-FPS server even though the game is limited to a tickrate of 100? It depends. Even though a 100 tick server only processes commands every 10 milliseconds, if that same server has 1,000 FPS then it’s able to receive, stamp and queue incoming commands every 1 millisecond. When the next tick occurs, the engine will process queued commands by the stamp, so a higher FPS will still equate to a more accurate processing of commands.

As John, Chief Technology Officer from NuclearFallout, describes it, higher FPS may give “higher accuracy to internal timestamps and allow the server to keep better track of what order events happened in, and possibly allow the server to do less work during frames that also require a ‘tick’ and thus give a more predictable delay.” So higher FPS will definitely create a more dependable playing environment, but the benefit of that improvement will depend on your own personal preference.
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PostSubject: Re: 10000 fps server   10000 fps server EmptyThu Feb 11 2010, 23:27

/owned @ tofu
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TofuNinja
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PostSubject: Re: 10000 fps server   10000 fps server EmptyFri Feb 12 2010, 00:29

crap too much words im not gunna read that lol
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orf
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PostSubject: Re: 10000 fps server   10000 fps server EmptyFri Feb 12 2010, 01:31

pz nerd
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PostSubject: Re: 10000 fps server   10000 fps server EmptyFri Feb 12 2010, 02:32

gtfo
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assassin
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PostSubject: Re: 10000 fps server   10000 fps server EmptyFri Feb 12 2010, 03:04

You just got a facial! LOL!

Thanks orf, that was a good explanation on FPS.
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