Yes, it will drastically reduce cpu usage.
----- Original Message -----
From: Marco Padovan
To: csgo_servers@list.valvesoftware.com
Sent: Sunday, March 23, 2014 2:11 PM
Subject: Re: [Csgo_servers] Server performance problems
Are we talking about 128 tick?
Does setting it to 64 help somehow?
Il 23/mar/2014 15:13 "Ejziponken -" <sza...@hotmail.com> ha scritto:
With Intel Xeon E5-2643 v2 3.50GHz (3.80GHz) and REAL players I get these
results:
20 slot = 80-90% CPU = Stable tickrate
24 slot = 90-100% CPU = Unstable tickrate
32 slot = 100% CPU = Unstable tickrate
----------------------------------------------------------------------------
From: sza...@hotmail.com
To: csgo_servers@list.valvesoftware.com
Date: Sun, 23 Mar 2014 15:03:38 +0100
Subject: Re: [Csgo_servers] Server performance problems
Just tried 24 slot DM with:
2x Intel Xeon E5-2643 v2 (25M Cache, 3.50 GHz, Turbo 3.80 GHz)
2x 8GB RDIMM (1600MT/s)
2x SSD 240GB
2x Broadcom 57810-k Dual port 10Gb Network Card
No stable tickrate.
> Date: Sun, 23 Mar 2014 15:55:39 +0200
> From: i...@ics-base.net
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Server performance problems
>
> It's not possible even if the performance would allow it. For some
> reason there will be spawn issues after 40-42 player slots or so.
>
> -ics
>
> フーゴ _ kirjoitti:
> > I have a side question, more as a player, since at the moment I am not
> > able to have my own server.
> >
> > If valve fixes the performance issues with the servers does anyone
> > have plans to host a 64 player server?
> > I ask this because since csgo was released I've never seen one, 99%
> > are either 16 to 32 (excluding private servers)
> > And one thing I always enjoyed in CSS was that.
> >
> > Of course at the moment it's not possible.
> > I remember when I tried to host a 128 tick server with 32 slots, csgo
> > uses only 1 core at 100% completely screwing the performance. Even
> > though the core was oc'ed to 3.8Ghz
> >
> > > Date: Sun, 23 Mar 2014 04:16:26 -0700
> > > From: alexander.hj...@playstar.se
> > > To: csgo_servers@list.valvesoftware.com
> > > Subject: Re: [Csgo_servers] Server performance problems
> > >
> > > L33TGaming wrote
> > > > Do you understand var? Var is not the deviation from server tickrate
> > > > rather
> > > > deviation from the last timeframe. If your server tickrate drops to
a
> > > > sustained 64 from 128, your var isn't going to be 64.
> > > >
> > > > When you get 128 FPS server or client wise, you're not getting 8ms
per
> > > > update, rather 128 frames as a whole. Some ticks come in at
different
> > > > times
> > > > and thus jitter between the frames. This is what var measures. See
> > below
> > > > to
> > > > definition.
> > > >
> > > > Definitions:
> > > > The "sv" tag shows the fps of the server as of the latest networking
> > > > update delivered to the client.
> > > > The "var" shows the standard deviation of the server's frametime
> > (where
> > > > server fps = 1.0 / frametime) over the last 50 frames recorded by
the
> > > > server. If the server's framerate is below 20 fps, then this line
will
> > > > draw
> > > > in yellow. If the server's framerate is below 10 fps, then this
> > line will
> > > > draw in red.
> > >
> > > Quoted from:
> > >
> >
http://csgo-servers.1073505.n5.nabble.com/Server-performance-problems-tp6375p6769.html
> > >
> > > His point is that you dont notice a difference between 0.8 and 1.8
> > var, that
> > > is impossible.
> > >
> > > I have already shared why you get less ticks than me, you need a
> > better CPU
> > > as a said before on higher clocks, Ejziponken also pointed this out
> > for you
> > > guys 2 times already, seems people are pretty mad here...
> > >
> > >
> > >
> > >
> > > --
> > > View this message in context:
> >
http://csgo-servers.1073505.n5.nabble.com/Server-performance-problems-tp6375p6770.html
> > > Sent from the CSGO_Servers mailing list archive at Nabble.com.
> > >
> > > _______________________________________________
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> >
> >
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>
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