Server performance still sucks.hitting 94% on one core with 20 players with a Intel Xeon E5-2643 v2 (25M Cache, 3.50 GHz).
Date: Thu, 24 Apr 2014 11:54:58 +0200 From: [email protected] To: [email protected] Subject: Re: [Csgo_servers] CSGO 1.32.7.0 Does anyone hosting a server using workshop collection? Mine doesn't work anymore. Players get stuck while connecting. There is no error in server log. 2014-04-24 7:28 GMT+02:00 Marcin Paterek <[email protected]>: Server does not allow net_graph values above 1 How to fix that? The new netgraph is so big :/ 2014-04-24 5:41 GMT+02:00 Vitaliy Genkin <[email protected]>: CS:GO server plugins have to be recompiled to match global vars and net channel change in this update, highlighted below [**] As the community noticed we have switched our Linux version of srcds_linux to call a more precise sleeping function – nanosleep, and when server is meeting tickrate and the call is not interrupted by a signal it should be only called once per frame and more efficiently suspend the process main thread until the start of next server frame. The frame start std deviation on net channel will show fluctuations of OS CPU scheduling for waking up the main server thread at the beginning of the next frame which is typically a fraction of a millisecond. Server frame time in net graph display will now report duration of the server simulation phase on the main thread and std deviation of that so on 64-tick servers simulation phase should not exceed 1/64th of a second ~=16 ms to meet the required server tickrate. Thanks, -Vitaliy [**] class CGlobalVarsBase { …===… // Absolute frame counter - continues to increase even if game is paused int framecount; // Non-paused frametime float absoluteframetime; +++ float absoluteframestarttimestddev; abstract_class INetChannel : public INetChannelInfo …===… virtual void SetRemoteFramerate( float flFrameTime, float flFrameTimeStdDeviation, float flFrameStartTimeStdDeviation ) = 0; class INetChannelInfo …===… virtual void GetRemoteFramerate( float *pflFrameTime, float *pflFrameTimeStdDeviation, float *pflFrameStartTimeStdDeviation ) const = 0; _______________________________________________ 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 _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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