France -= OLT.LaLeagane.Ro 18+=- 6/32
Germany Frag Syndicate [ZP] Classic Levels Events 2/24
Promoveaza serverul

Tutoriale

Ghiduri de configurare, remedieri, dezvoltare de pluginuri și administrare pentru servere CS 1.6.

9 Tutoriale

Fix: sys_ticrate Doesn't Change Server FPS

Why raising sys_ticrate does not raise the server FPS shown by stats, the HLDS loop limitation behind it, and why ReHLDS is the real fix for a stable high tickrate.

fps_max and fps_override in CS 1.6: The Truth

How fps_max really works in CS 1.6, why it is capped at 100 until you set fps_override, how FPS affects bunnyhopping physics, and how to lock a stable frame rate.

sys_ticrate Explained: The Truth About 1000 FPS Servers

What sys_ticrate really controls, why '1000 FPS' is mostly marketing, how server FPS caps updaterate, and how to measure and set it honestly on Linux.

Fix: Server FPS Drops When Players Join

Why server FPS collapses as the server fills, how sys_ticrate and the fps_max cap interact, the -pingboost and -sys_ticrate startup options, and how to diagnose whether it is CPU, a plugin, or the timing loop.

Fix: Server FPS Stuck at 100 / Low Server FPS on Linux

Why hlds_linux caps at 100 server FPS, how sys_ticrate, the kernel timer and -pingboost interact, and the safe ways to raise and hold a stable server FPS.

How to Boost FPS in CS 1.6 (2026 Guide)

Real ways to raise and smooth your client frame rate in CS 1.6 — fps_max, launch options, video settings and the config lines that matter — without the placebo tweaks.

Best CS 1.6 Launch Options (-novid, -freq, -nofbo)

A no-nonsense reference to the CS 1.6 launch options that actually matter in 2026 — what each flag does, which to use, and which to leave alone.

Getting Stable 500/1000 FPS on a Linux CS 1.6 Server

sys_ticrate, -pingboost and the CPU are the three things that decide whether your server holds a high tick rate. Here is how they fit together on Linux, and why ReHLDS is the real fix.

How to Measure Real Server FPS (stats and ReHLDS Tools)

Server FPS is the tick loop rate, not the client frame rate. Here is how to read the real number from the HLDS console, over RCON, and under load.