Really don't think you read my massive post... here's a reply anyway
No but 64 slot source games and high slot TF2 games have no issues running >150% of a thread. Forced 100 tick CSS surf servers also runs well past 100% Something weird is stopping CSGO 128 tick from being happy and uses the resources other games are abel to. From: [email protected] [mailto:[email protected]] On Behalf Of Mike Didiano Sent: Thursday, 24 January 2013 3:31 PM To: [email protected] Subject: Re: [Csgo_servers] CSGO 128 tick - CPU Clock issue I'll take a stab in the dark and say the other source games aren't running at 128 tick From: [email protected] <mailto:[email protected]> [mailto:[email protected]] On Behalf Of Elysium Gamers League Sent: Wednesday, January 23, 2013 8:29 PM To: [email protected] <mailto:[email protected]> Subject: [Csgo_servers] CSGO 128 tick - CPU Clock issue Hi All, I have found a possible issue with CSGO 128 tick and clock speed of each CPU thread. # Server 1 1x Intel(R) Core(TM) i7-3930K CPU @ 3.20GHz (12 threads) # Server 2 2x Intel(R) Xeon(R) CPU E5-2630 0 @ 2.30GHz (32 threads) Now, with TF2/CSS I can see that on Server 2 they are happy using >100% of a thread, let's say, 150% for a busy large server of a night time. With CSGO 128tick I have noticed an issue with fps drop when it hits 100% - 103% of a thread and won't go any higher. I have verified this via a Sourcemod addon which logs tick and fps every 5 seconds to a log file. Server 1 will peak to about 80% of a thread so ~2.56ghz. These processors are of the same generation etc so this should really just come down to raw clock speed per thread. This peak activity usually occurs around the start of rounds and is disruptive to the quality of the server visually. This box sits around 50% total CPU peak, all the monitoring under the sun shows almost no iowait or disk latency. I have pretty much well ruled out "all the things" Looking at htop everything is fine, everything is balanced nicely, it's not doing what gmod does and just chews the hell out of a thread then rubber bands and behaves horribly. Both servers are running Ubuntu 12.04.1 LTS with the -lowlatency kernel, I have taken a copy of a working/good sever from Server 1 and placed it on Server 2 etc, I've tried everything :) Now, I'm just wondering, why is this the case? CSGO should just be able to do what any other srcds game does and just use whatever it needs? Is anyone able to offer any assistance or verify the issue. Valve, has this been reported to you before, I'm happy to work with you, share more data, complete tests etc to get this resolved. ## Log exmaple Server tickrate: 128.000000 CPU In Out Uptime Users FPS Players 10.00 112085.05 201662.19 1391 3 137.80 10 Server tickrate: 128.000000 CPU In Out Uptime Users FPS Players 10.00 115372.51 235407.47 1391 3 79.52 10 Server tickrate: 128.000000 CPU In Out Uptime Users FPS Players 10.00 108717.33 226417.19 1391 3 52.90 10 Server tickrate: 128.000000 CPU In Out Uptime Users FPS Players 10.00 104498.02 196216.81 1391 3 112.40 10
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