This isn't to say that we're going to leave things as-is. We're going check
into where we're spending the most CPU cycles, and maybe we can make things
run a little faster.
We'll have updates on this and a bunch of other server issues early next
week.
-----Original Message-----
From: Eric Hall [mailto:[EMAIL PROTECTED]]
Sent: Friday, September 21, 2001 9:04 AM
To: [EMAIL PROTECTED]
Subject: RE: Higher CPU Usage for CS Servers
Ah, yeah, I guess it does add up after all :)
Eric (the Deacon remix)
http://www.firekite.com
> -----Original Message-----
> From: Erik Johnson [mailto:[EMAIL PROTECTED]]
> Sent: Friday, September 21, 2001 10:31 AM
> To: [EMAIL PROTECTED]
> Subject: RE: Higher CPU Usage for CS Servers
>
>
>
> The Counter-Strike models use 9 way blending (parametric animation), which
> means that there are a bunch of different animations per model that get
> blended together to give you more fluid movement.
>
> If you compare this to the standard HLDM models, for instance, you can
> imagine how much more math is being done to keep the hitboxes in check.
>
> Sorry about the lack of notice on this folks, it was an oversight on our
> part.
>
> -----Original Message-----
> From: Eric Hall [mailto:[EMAIL PROTECTED]]
> Sent: Friday, September 21, 2001 1:37 AM
> To: [EMAIL PROTECTED]
> Subject: RE: Higher CPU Usage for CS Servers
>
>
>
> Honestly, I'd be interested to find out why correct hitboxes would ever
> increase
> CPU usage... Why does CS have this problem when no other Quake-based
games
> (including HL and HL mods besides CS) I can think of share in this
weakness?
>
> Eric (the Deacon remix)
> http://www.firekite.com
>
>
> > -----Original Message-----
> > From: Nathan Woodcock [mailto:[EMAIL PROTECTED]]
> > Sent: Friday, September 21, 2001 3:14 AM
> > To: [EMAIL PROTECTED]
> > Subject: Re: Higher CPU Usage for CS Servers
> >
> >
> >
> > On Thu, Sep 20, 2001 at 04:38:36PM -0700, Eric Smith wrote:
> > >
> > > Several Counter-Strike server administrators have reported seeing
higher
> CPU
> > > usage on their servers after updating to the latest version of
> > > Counter-Strike (1.3). This increase in CPU usage is related to the
fix
> for
> > > the hitbox problems experienced in earlier versions of Counter-Strike.
> > >
> > > The blending the server must do to accurately reflect each player's
> position
> > > and hitboxes has been reworked to be more accurate than it was in
> previous
> > > versions. The trade-off for more accurate hitboxes is that the server
> must
> > > do more work blending the models, hence the higher CPU usage.
> >
> >
> > Eric, some warning would have been appreciated. It's thrown our
> > boxes and setup into diasarray (we run 50 odd CS servers, and more again
> of
> > normal HL). A CPU increase of 1/3rd is extremely high.
> >
> >
>
>