Author Topic: mspf?  (Read 1405 times)

Offline dale "dalewj" ofj

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mspf?
« on: March 10, 2013, 06:09:51 pm »
what does mspf in the fps count mean?
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Offline Teesa "Teesa" Fisher

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Re: mspf?
« Reply #1 on: March 10, 2013, 07:17:47 pm »
Milli Seconds Per Frame which measures how many seconds it takes per frame.
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Offline dale "dalewj" ofj

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Re: mspf?
« Reply #2 on: March 10, 2013, 07:20:15 pm »
ahhhhh ty
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Offline Teesa "Teesa" Fisher

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Re: mspf?
« Reply #3 on: March 10, 2013, 07:20:54 pm »
yw  :)
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Offline dale "dalewj" ofj

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Re: mspf?
« Reply #4 on: March 10, 2013, 07:23:07 pm »
as i think about it.  that proves that the connection is fine beause the frame speed is fast, but the fps shows the communciation method is bad or good?
 
am i thinking right?
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Offline Teesa "Teesa" Fisher

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Re: mspf?
« Reply #5 on: March 10, 2013, 07:35:26 pm »
That's my thinking. When FPS gets low it seems like the server will time out, but I'm no expert on this.
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Offline Event "Janе" Horizon

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Re: mspf?
« Reply #6 on: March 10, 2013, 08:02:05 pm »

Is the following correct:FPS = the 'smoothness' of the game movements
FPS is controlled by server
Every player gets 'pinged' by the server to maintain each players maximum FPS
A player getting 60 FPS is getting more server time than a player at 30 FPS (even when they are not moving)
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Offline dale "dalewj" ofj

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Re: mspf?
« Reply #7 on: March 10, 2013, 08:24:21 pm »
interesting da event.   so your saying that the server is choosing who gets the server calls and therfore the thruput of that info?  what would cause hte server to shoose instead of jsut equally dividing work
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Offline Event "Janе" Horizon

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Re: mspf?
« Reply #8 on: March 11, 2013, 12:25:55 am »
interesting da event.   so your saying that the server is choosing who gets the server calls and therfore the thruput of that info?  what would cause hte server to shoose instead of jsut equally dividing work
Almost - it was framed as a question.
Teesa indicated that when the FPS decreases - the connection to the server times out.
I was just wondering how much of the interaction is dependent on the server pinging clients.
And if this was actually linked to FPS.
Which might indicate the challenges DL have with keeping the game running smoothly.
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Offline Zen "ZenX" Star

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Re: mspf?
« Reply #9 on: March 11, 2013, 02:12:20 am »
FPS can be effected by a variety of causes.
High lag or latency, server side hardware, client side hardware, or server or client side software, or a combination.
It seems like a packet transfer problem but the cause of that could be too many things to speculate on.
To fault find this problem you need access to the servers, without them you have no chance of properly identifying, let alone resolving, this type of issue.
 
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Offline Teesa "Teesa" Fisher

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Re: mspf?
« Reply #10 on: March 11, 2013, 04:37:11 am »

Is the following correct:FPS = the 'smoothness' of the game movements
FPS is controlled by server  From my understanding, yes.
Every player gets 'pinged' by the server to maintain each players maximum FPS
A player getting 60 FPS is getting more server time than a player at 30 FPS (even when they are not moving)
FPS is higher for a person that lives closer to the location of the server than a person who doesn't. Dale for example should have a slightly higher FPS than I do. The person living closer gets more frames per second therefore in theory shouldn't have any lag when all is fine in game.
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