Руководства
Руководства по настройке серверов CS 1.6, исправлениям, разработке плагинов и администрированию.
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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.
Errors Daemon666 8 min read790 просмотров -
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.
Client Daemon666 7 min read1,598 просмотров -
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.
Optimization Daemon666 8 min read941 просмотров -
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.
Errors Daemon666 8 min read714 просмотров -
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.
Errors Daemon666 8 min read755 просмотров -
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.
Client Daemon666 8 min read1,257 просмотров -
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.
Client Daemon666 7 min read1,830 просмотров -
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.
Optimization Daemon666 9 min read874 просмотров -
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.
Optimization Daemon666 7 min read748 просмотров









