Alright HT off.
Lets say I have an 8 core server with 7 scrds servers.ATM each server has one 
core assign to them and the last core left empty (for system to use).Each core 
takes 35-55% CPU under  load (9 slots)
Would I be able to run more servers if I did not assign any of the servers to 
any cores at all?Because right now there is always  like 40% free on each core 
that goes unused.
40% x 7 cores thats 280% of free CPU :P:p:P


> Date: Tue, 17 Feb 2015 23:54:34 +0200
> From: [email protected]
> To: [email protected]
> Subject: Re: [Csgo_servers] cpu usage
> 
> While SRCDS these days is somewhat multithreaded, it is best to keep HT 
> OFF. The main process, the core one, if that goes to the HT core, it 
> will not run as good (lags) as on regular core. Also when the main 
> process peaks at 100% cpu, it's game over and lag spikes occur, even on 
> regular core.
> 
> So if you have weak CPU, and you overload it thinking "i have 4 cores, i 
> can run 50 slots 128tick CSGO", then you're out of luck because the main 
> process will hit the 100% and the other cores do not help in that case. 
> I'm not sure what is running on other processes but i assume particle 
> system or physics calculation.
> 
> -ics
> 
> Daniel Barreiro kirjoitti:
> > Possibly. As far as I know, HT no longer causes problems with SRCDS, 
> > but I could be wrong.
> >
> > If you want to play with some cvars:
> >
> > host_speeds                              : 0        : , "launcher"     
> > : Show general system running times.
> > host_thread_mode                         : 1        : , "launcher"     
> > : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force)
> > host_threaded_sound                      : 0        : , "launcher"     
> > : Run the sound on a thread (independent of mix)
> > host_threaded_sound_simplethread         : 0        : , "launcher"     
> > : Run the sound on a simple thread not a jobthread
> > host_timer_report                        : cmd      :              : 
> > Spew CPU timer jitter for the last 128 frames in microseconds 
> > (dedicated only)
> >
> >
> >
> > Most of these are hidden so you'll need to use sourcemod to change 
> > them.  Not sure if the sound ones apply (doubt it) but they're there.
> >
> > Some other cvars to play with:
> >
> >
> > net_queued_packet_thread                 : 1        : , "launcher"     
> > : Use a high priority thread to send queued packets out instead of 
> > sending them each frame.
> > net_threaded_socket_burst_cap            : 256      :              : 
> > Max number of packets per burst beyond which threaded socket pump 
> > algorithm will start dropping packets.
> > net_threaded_socket_recovery_rate        : 6400     :              : 
> > Number of packets per second that threaded socket pump algorithm 
> > allows from client.
> > net_threaded_socket_recovery_time        : 60       :              : 
> > Number of seconds over which the threaded socket pump algorithm will 
> > fully recover client ratelimit.
> > sv_threaded_init                         : 0        : , "sv", 
> > "launcher" :
> >
> > threadpool_cycle_reserve                 : cmd      :            : 
> > Cycles threadpool reservation by powers of 2
> > threadpool_reserve                       : 0        : , "launcher"     
> > : Consume the specified number of threads in the thread pool
> > threadpool_run_tests                     : cmd      :            :
> >
> > cl_clockdrift_max_ms                     : 150      : , "cheat"       
> >  : Maximum number of milliseconds the clock is allowed to drift before 
> > the client snaps its clock to the server's.
> > cl_clockdrift_max_ms_threadmode          : 0        : , "cheat"       
> >  : Maximum number of milliseconds the clock is allowed to drift before 
> > the client snaps its clock to the server's.
> >
> >
> >
> > Most of these are tweaked and then hidden for a reason, so if you do 
> > adjust them expect instability/potential worse performance.
> >
> > Here's a full list of server cvars + the hidden ones. I did my best to 
> > remove any plugin cvars but there may be a few I missed.
> > http://pastebin.com/mnj7GXUF
> >
> > On Tue, Feb 17, 2015 at 4:05 PM, Ejziponken - <[email protected] 
> > <mailto:[email protected]>> wrote:
> >
> >     And if the CSGO servers are using multithreading, should HT then
> >     be ON for best performance?
> >
> >     ------------------------------------------------------------------------
> >     Date: Tue, 17 Feb 2015 16:01:26 -0500
> >     From: [email protected]
> >     <mailto:[email protected]>
> >     To: [email protected]
> >     <mailto:[email protected]>
> >     Subject: Re: [Csgo_servers] cpu usage
> >
> >
> >     What are the specs of the server? Graph isn't very helpful without
> >     the full details which are lost in another thread.
> >
> >     On Tue, Feb 17, 2015 at 3:58 PM, Kevin C <[email protected]
> >     <mailto:[email protected]>> wrote:
> >
> >         Starting a new thread because the other one got too big.
> >
> >         To simplify this, here is a CPU usage graph for the #1 CS:GO
> >         server. 64 slot @ 64 tick:
> >         http://i.gflclan.com/Screenshot_02-17-15-15-57-08.png
> >
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> >
> >
> >
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> >
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