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Server FPS limit testing

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On 12/04/2018 at 5:42 PM, dave_beastttt said:


Yes

Sweet, i'll check it out! 

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Btw this won't increase server fps if your server is having trouble and running < 45 fps.
This is for smaller games, where server FPS is very high and there could be gains from increased tickrates perhaps...

Has anyone tried this in multiplayer and tested delay between 2 clients or sth like that.

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would it be possible to get the current patched .exe as a 32bit version?

 

edit:

 

i found the right offset (00f53780) in the current 32bit performance.exe, have been playing with the values for hours and am surprised that the ArmaServerMonitor shows me sometimes more, mostly less but never more than 59fps/cps... He CAN'T xD I just tested it with marma and everything is displayed correctly. so you can sacrifice your lifetime ;-)

 

p.s. the offset for the actual standard 32bit vanilla armaserver.exe is 00F54480

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33 minutes ago, Justice Molton said:

If i use Headless clients on that same Maschine. Do they should also run this? 

There is no "should" but yes, they could.

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Is it possible to get direction ons what to look for in order to patch the 50 fps limit out of Arma exes?

 

Would be greatly appreciated

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