which kind CPU are we talking about? is the server running only the official maps? stv disabled (stv is still resource intensive)?
Il 29/06/2011 16:43, Saint K. ha scritto: > 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux