[cod] Could this be a bug?

admin at typhoonservers.com admin at typhoonservers.com
Tue Oct 5 16:50:05 EDT 2004


Just adding my 2 cents here.
Q3 based games run on 20 hz, so effectivley FPS "20"
is the max or optimun.
We ahve tried to change this in regular CoD and not seen happy
results..lag/spikes, higher then normal pings.....

----- Original Message ----- 
From: "Jay Vasallo" <haze at clanwarz.net>
To: <cod at icculus.org>
Sent: Tuesday, October 05, 2004 12:37 PM
Subject: Re: [cod] Could this be a bug?


> fps server side is the same at tickrate for those of us who install Unreal
> Engine games. If you have a great cpu at home, then adding 5 or making 20
to
> 25 should help you receive a smoother game but will lag the living shit
out
> of dsl connectors and  toast all 56k'ers. Not suggested to go over 25 and
> over 45 is pointless, and will just flutter the cpu with uselss info
causing
> pre-mature brain meltdown! ;-)
>
> Lets leave UO out of this senario for a second. Try this on a regular COD
> game. Raise the sv_maxfps "25" .& Maxrate to 15,000
> Now connect to your game and give the following commands in your game
> console and type the following:
> \rate 15000
> \com_maxfps 0
>
> You will notice your ping shift to a higher number, but it will be quite
> smoother. Most people who connect to your server, will receive lag if
their
> system is poor or their client configs are misconfigured. Keep it at 20
for
> all to be happy. Hope this helps ya understand the server side fps a bit.
>
>
>
>
> Jay Vasallo
> Clanwarz Network
> Office: 1-314-495-4840
> Fax: 1-618-277-3244
> www.ClanwarzGamingServers.com
> ----- Original Message ----- 
> From: "Jase" <shoefly at sover.net>
> To: <cod at icculus.org>
> Sent: Tuesday, October 05, 2004 6:58 AM
> Subject: Re: [cod] Could this be a bug?
>
>
> > Joe Hunkeler wrote:
> >
> >> I'm not too sure if this is considered an engine issue, or a server
> >> issue, but this is what I experienced...  A few days ago one of my
server
> >> administrators revamped the file structure and rewrote the config files
> >> for our UO servers.  Even though he said he didn't change anything, he
> >> did, and what we found was interesting.
> >>
> >> seta    sv_fps   "25" (or any number other than 20) causes severe
> >> vehicle/sound/movement slowdown for the clients.  So I set it back to
20
> >> (which was the original number we had) and everything worked normally.
> >> So is this an engine issue, or a server bug?  I wasn't aware that a
> >> variable that seemed so harmless could empty our servers in a matter of
> >> minutes due to frustration and slowdown.  The vehicles literally moved
at
> >> 5-10mph and the mounted machine guns fired 5 times slower than they
> >> should have.
> >>
> >> It was really wierd.  I guess I'm just warning anyone that wants to
mess
> >> with the sv_fps cvar as you WILL get very odd results.
> >>
> > sv_fps isnt harmless. its in fact one of the most important server
> > variables. I wont explain it here. try googling for it theres plenty of
> > info on it out there. anything higher than 20 would probably make
servers
> > lag out even more.
> > --Jase
> >
>
>
>
>




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