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 didnt 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 arent running
high slot servers, but its still an issue which hasnt been there
before.
Anyone else?
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