Maybe it's just windows showing the 1 server cpu usage all multithreaded processes combined. While CSGO and all other Valve games are somewhat multithreaded, 2 CPU's cannot form a link between. The main process will still use only 1 CPU and when that is exceeded, performance will decrease.

So even if you have 8 cores on the server and 1instance of server, when one of the processor cores hit 100%, players will notice it.

-ics

Kevin C kirjoitti:
Are you using linux? Linux seems to have some sort of cap at ~100% CPU.

Our 64 slot 64 tick CS:GO server is still running with the same performance, consistently running at 150% CPU on an E3-1271v3 when full.


On 1/10/2015 3:55 PM, Andreas Willinger wrote:

Not sure if anyone else has noticed this already, but the performance of CS:GO servers is quite horrible again.

Ever since the update where recoil (or hit detection, not quite sure anymore) stuff was moved to the server-side, the CPU usage increased by about 20%.

So with a full 40 slots server, I am at about 100-105% CPU usage, causing the var to be yellow/red 90% of the time, server-side fps drops down to 15.

I didn’t have these problems before that update (and after the silent performance patch a few months ago).

Obviously, Valve will not quote notice that as they aren’t running high slot servers, but it’s still an issue which hasn’t been there before.

Anyone else?



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