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.
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