Interesting results you got. I'm running 128 tick 24 slot server on
Q9559 (2.83GHz) and it used to be fine before Valve's update that
brought performance down. So right now i suffer from unstable var and
tickrate dropping on round starts. Some maps are the worst, for example
Overpass really eats CPU a lot more than Dust2, Mirage or even cbble.
-ics
Comberbach . kirjoitti:
Just reporting information for hardware comparison, in case anyone is
interested (don't knock it if you know this already):
128 tick, 26 players, Windows 7, Phenom II X4 965 (3.4GHz quad-core)
= Unstable var. Dropping to 22 players gave acceptable 0.6 - 0.9 var.
128 tick, 24 players, Windows 7, Sandy Bridge (2.2GHz hyperthreaded
quad-core, so 8 threads)
= Unstable var. Dropping to 20 players gave acceptable 0.3 - 0.9 var.
Would be interesting to know if these performance limits are down to
hardware or the 128-tick implementation of the CS:GO dedicated server.
I am planning to test on a 12-thread Ivy Bridge-E system to answer
this question. Has anyone tried this on a 4.7GHz 4770K to see what
happens?
>
> Message: 5
> Date: Wed, 26 Mar 2014 03:13:25 -0700 (PDT)
> From: L33TGaming <[email protected]>
> To: [email protected]
> Subject: Re: [Csgo_servers] Server performance problems
> Message-ID: <[email protected]>
> Content-Type: text/plain; charset=us-ascii
>
> Just ordered a Xeon 2667v2 server. Lets see how this server goes
with 32 real
> players.
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers