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DoPe^
Veteran Member
Join Date: Jul 2008
Location: Denmark / Copenhagen
Old 10-07-2014 , 17:51   Re: [CS:GO] Have some questions about 1000 fps and lag issues !
Reply With Quote #18

Tickrate = FPS
If the server runs 64 tickrate it will run 64 fps, if it runs 128 tickrate it runs 128 fps.
It has been so since they changed how the tickrate works in css.

You can type "stats" in the server console, and see for your self, no matter what you set fps_max to, it will run the fps at a maximum of the tickrate

Quote:
Originally Posted by Devon202 on Steam Forum
http://forums.steampowered.com/forum...11&postcount=9

I think everyone is getting a little confused, I have to admit even I was a bit confused by the OP.

First of all servers dont necessarily dictate the framerate.
But, the tickrate can affect the frame rate for the cliet, in a way.

Let me see if I remember this right,
Since the source engine can only report 1 packet per frame rendered, in effect if you have a cl_cmdrate set to 64, then the source engine can only send 64 frames of information.
If you are on a 128 tick server and your cl_cmdrate is set to 128 then the source engine can report 128 frames of information and if the client can handle that many frames then they will reap the benifits.
https://steamcommunity.com/linkfilte...2806209&page=2

the above link is a fantastic read on the rate/updaterate/cmdrate fps and so on.
KiloSwiss has a vast knowledge of that subject and you will learn a lot from reading that.

Remember that servers dont have FPS so dont spend a ton of time trying to figure that out as all clients are going to have limitation on the framerates that their monitors can display.
This here is taken from an update that came to the servers back in 2011
Quote:
Originally Posted by Henry Goffin <[email protected]>
Hi all, a heads up to TF2 and CS:S server operators -

A near-future update (not necessarily the next one) will change the way that framerate is handled in the dedicated server. All users, especially those with very low pings, should receive a smoother gameplay experience with less jitter and more consistent-feeling latency.

Another effect of these changes is that all Orange Box (TF2, CS:S, etc) dedicated servers will run with a locked framerate, similar to L4D/L4D2. The fps_max convar will not have any effect on servers. (It remains as a client option since limiting your FPS can reduce GPU heat and overall power consumption.)

Although we don't normally give notice before updates, this is a potentially disruptive change for the server rental market, so those who currently charge premiums for "higher framerates" should probably start considering their options now.
Here is a link to that update http://store.steampowered.com/news/6510/
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Last edited by DoPe^; 10-07-2014 at 18:06.
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