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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