Re: [hlds_linux] orangebox cpu usage

2011-07-20 Thread Marcel
On 20.07.2011 00:05, Björn Rohlén wrote: And in this case, one really CAN question why this is so. I remember when moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full and packed with action, that

Re: [hlds_linux] orangebox cpu usage

2011-07-20 Thread Andres Pozos
Problems start with more than 22 players, Its pointless to use a full dedicated for just 1 server. As a side note, I performed an experiment where I put two 24 player quickplay servers up on a P4 with 2 gigs of RAM, and there was no problems running it and the gameplay didn't have any noticeable

[hlds_linux] orangebox cpu usage

2011-07-19 Thread Andres Pozos
Hi: Since the source engine migration to orangebox las year i noticed that with each update the engine take more and more resources. A server with more than 20 slots take ALL resources availables. My server: Intel(R) Xeon(R) CPU X3220 @ 2.40GHz 8 cores 8GB RAM Cpu(s): 90.4%us,

[hlds_linux] orangebox cpu usage

2011-07-19 Thread Andres Pozos
Hi: Since the source engine migration to orangebox las year i noticed that with each update the engine take more and more resources. A server with more than 20 slots take ALL resources availables. My server: Intel(R) Xeon(R) CPU X3220 @ 2.40GHz 8 cores 8GB RAM Cpu(s): 90.4%us,

Re: [hlds_linux] orangebox cpu usage

2011-07-19 Thread Evaldas
X3220 is a 4 core CPU. First one of the quad core versions. OrangeBox utilize only one core, so basically you are using only 2.4GHz of all available. Try using the 100Hz kernel. On Wed, 20 Jul 2011 00:27:07 +0300, Andres Pozos javato...@yahoo.es wrote: Hi: Since the source engine migration

Re: [hlds_linux] orangebox cpu usage

2011-07-19 Thread Nephyrin Zey
Our 32x servers require a dedicated core of a i7 2.8GHz each to maintain 66 update rate, and even then they drop into the 40s in times of high action. Orangebox's server code is simply not very optimized. Valve updating their compilers to use SSE3/4 instructions and tree vectorization might

Re: [hlds_linux] orangebox cpu usage

2011-07-19 Thread Kyle Sanderson
We've all in the same boat. There's not much you can do without Valve's assistance, no one seems interested in helping. Both Movement and Registration have gone to hell since the EP1 - OB swap. I'm constantly getting stuck in walls, Hitboxes are not lining up with models. We're running on a

Re: [hlds_linux] orangebox cpu usage

2011-07-19 Thread Björn Rohlén
And in this case, one really CAN question why this is so. I remember when moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full and packed with action, that ONE cpu would chew up ~85% cpu. Now, source

Re: [hlds_linux] orangebox cpu usage

2011-07-19 Thread msleeper
As a side note, I performed an experiment where I put two 24 player quickplay servers up on a P4 with 2 gigs of RAM, and there was no problems running it and the gameplay didn't have any noticeable latency. So, food for thought. 2011/7/19 Björn Rohlén bjorn.roh...@gmail.com: And in this case,