If it's multithreaded like Daniel says, you should be able to run more servers
if not assigning them to any core⦠I'm 99% sure.
"Ejziponken -" <[email protected]> wrote:
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
> >
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > <mailto:[email protected]>
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >
> >
> >
> > _______________________________________________ Csgo_servers
> > mailing list [email protected]
> > <mailto:[email protected]>
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> >
> > _______________________________________________
> > Csgo_servers mailing list
> > [email protected]
> > <mailto:[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
_______________________________________________
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