Author Archive

OCZ Technology Partners with Fatal1ty

Tuesday, July 1st, 2008

CEVO sponsor OCZ Technology recently announced a partnership with Jonathan “Fatal1ty” Wendel to produce Fatal1ty Brand high-performance gaming products. According to the press release on their website, OCZ will collaborate with Fatal1ty to produce “high performance memory and power supplies which will be specifically engineered to meet the unique needs and requirements of gamers.”

The move brings Wendel one step closer to having an entire Fatal1ty Brand PC solution. His product line already includes motherboards, sound cards, video cards, mice, mousepads, a headset, and even a keyboard. With the addition of OCZ RAM and power supplies, an entire Fatal1ity gaming beast may not be far off.

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Game Server Settings: FPS and Tickrate

Thursday, March 6th, 2008

Understanding game servers can be tricky business. With all the various settings, it’s hard to know which configuration will maximize your server registration and make for the best playing experience. Fortunately, the pros over at NuclearFallout (nfoservers.com) have been kind enough share some of their secrets on how to choose the right game server for you.

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?
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