Well today I tried not locking each server to a core and wow, thats bad.the var 
spikes and goes red every few seconds when its not locked.

> Date: Tue, 17 Feb 2015 15:35:03 -0800
> From: [email protected]
> To: [email protected]
> Subject: Re: [Csgo_servers] cpu usage
> 
> It isn't the case that there's a "regular core" and a "HT core" when 
> hyperthreading is enabled -- that's not how it works. Instead, each 
> physical core is split into two virtual cores that have equal footing. 
> If you use only one of those two cores (it doesn't matter which one), 
> then you achieve the same performance as if you  hyperthreading were 
> disabled. If you use both of them, then they share the resources of the 
> physical core, ending up with slightly higher performance than if the 
> same processes were run on a single physical core with hyperthreading 
> disabled.
> 
> Modern OSes (including Windows) recognize the way that hyperthreading 
> works and will not put two intensive processes on the same physical core 
> unless the system is heavily loaded. If the system is heavily loaded, 
> that's when you'll be happy to have hyperthreading enabled, because you 
> can squeeze out just a bit of extra performance.
> 
> So:
> 
> - Don't disable hyperthreading on a modern CPU and modern OS, as you'll 
> see lower performance.
> - Don't try to set your own affinities for processes, because each 
> process may have more than one thread -- that you want to be on 
> different cores -- and because the OS generally does a very good job of 
> balancing them (and factoring in hyperthreading).
> 
> (Old-style P4 SMT worked differently, but there isn't too much sense in 
> addressing that, since nobody should be running anything that old with 
> CS:GO!)
> 
> -John
> 
> On 2/17/2015 1:54 PM, ics wrote:
> > 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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