Can anyone else shed any light on this issue? Or help figure out what is
going on?

You can see what I've put together over time here:
http://64bitvps.com/csgo/ticket/srcds-memory-consumption-increases-every-map-change-and-eventually-affects-server-fps/
https://forums.alliedmods.net/showthread.php?t=199175

Basically,

   - It has been seen for sure on Windows Server 2012, 2008 R2, and 2003.
   (x86 and x64)
   - It is NOT a plugin issue. This has been tested and happens on servers
   without an /addons/ directory with just vanilla configs
   - It happens with both sv_pure 0 and sv_pure 1
   - Memory increases each map change (this may be by design)
   - /pak01_051.vpk gets read abnormally like a handle isn't closed after
   ~550mb of RAM use
   - It is based on population - highly populated servers, frequent map
   changing sees this more clearly
   - It is not an issue of file corruption or setup - the servers have been
   deleted and recreated from scratch
   - When FPS drops, CPU utilization almost doubles and I/O is high
   (reading /pak01_051.vpk)
      - I/O is not the limiter - has happened on a RAMdisk
      - CPU Affinity  or priority doesn't seem to affect it
   - Running -debug -dev doesn't tell much in server console except that
   client cmd rates are off during the CPU spike


On more populated servers I have yet to ever hit an uptime of more than 20
hours! ( http://i45.tinypic.com/2n0qyw.png )
Yes, yes, yes I know I can fire up a Linux VM and call it a day(maybe. some
report it happening on centOS too) but that isn't really the solution here.

I've created a full memory .dmp during the time of the FPS drop and will
see if I can find anything in it after I get home. If anyone with more
WinDbg experience wants to take a look at this, let me know.

If you have any information or have this same issue, please chime in.

-- 
-Winnie the Pooh
TimetoKill.net



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