This is really strange. Our servers show an increase, rather than a decrease in server load!
Before F2P a full 24 slots TF2 server would take up around 80% of a single core, topping to 90% leaving still 10% free for those cases where it peaks extra high. Currently, after the F2P update, our servers show a 95-100% CPU load per single core on a server, with fps drops below 50 as result. Help. What happened here?! Saint K. ________________________________________ From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Никита Булаев [Nikita Bulaev] [djfireb...@gmail.com] Sent: 28 June 2011 11:47 To: hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] fps changes in the last patch That is really good news! Thank you! I am really glad. I'm really thick and tired to play that "fps-game" with clients and other hosters. 2011/6/28 <hlds_linux-requ...@list.valvesoftware.com>: > ------------------------------ > > Message: 6 > Date: Tue, 28 Jun 2011 08:16:45 +0000 > From: Henry Goffin <hen...@valvesoftware.com> > To: "hlds_linux@list.valvesoftware.com" > <hlds_linux@list.valvesoftware.com> > Subject: [hlds_linux] fps changes in the last patch > Message-ID: <501ef4f8-e424-4340-b194-9bf243029...@valvesoftware.com> > Content-Type: text/plain; charset="us-ascii" > > Hi all - > > Free to Play brought a huge influx of new users to Team Fortress. To help > server counts scale up to match the demand, we are reworking the dedicated > server for performance. We want to improve player responsiveness as well as > to reduce CPU usage so that hosts can run more servers per physical server. > > Some of those changes addressing CPU usage went out last night. Server > operators should see a big decrease in CPU load and can potentially run more > instances per physical box now. However, a side effect that many of you have > noticed is that server FPS has an effective cap of 500 instead of the > previous 1000, or possibly even lower than 500 depending on your Linux kernel > HZ setting. This should not have a noticeable impact on gameplay as the tick > rate is still locked (well, mostly locked) at 66 updates per second and the > frames that are being dropped are "empty" frames that do not actually run a > server tick. > > We're going to address this further in another set of performance > improvements. Sorry for the temporary confusion, but we wanted to get these > CPU load reduction changes out quickly to help with the Free to Play user > crush. > > Longer term, we want to move away from FPS as a measure of performance and > instead show actual load and responsiveness (jitter/latency) statistics. The > difference between a tick and a frame is complicated, and fps_max sometimes > affects performance in counter-intuitive ways. We would like to retire > fps_max for servers and replace it with a more obvious server performance > setting. We'll give you all a heads up before we do so. > > Henry G. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux