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

_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Reply via email to