I think the CPU i tested on is Ivy Bridge (E5-2643 v2)

From: [email protected]
To: [email protected]
Date: Wed, 18 Feb 2015 15:46:50 +0100
Subject: Re: [Csgo_servers] cpu usage









Im sure u should test it on a
newer i3 or i5 (haswell ,  ivybridge,... ). We switched 2 years ago to
an i5. U will think u r in paradise.  ;) 
No offense bzw!! 
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Am
18. Februar 2015 14:46:13 schrieb Ejziponken - <[email protected]>:
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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> >>        
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> >>
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>
>>
> >>
> >>
> >>    
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> >>
> >>
> >>
>
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> >
> >
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