That is a good server If you turn your rates down then you probably can run that many players.
Then again you probably are running with lower rates anyhow to accomodate those 24 & 32 player servers. We need your server.cfg and command line to properly evaluate those numbers as well as a nice little graph/spreadsheet of player numbers to bandwidth used. On Thu, 03 Mar 2005 19:32:51 -0500, wArgOd <[EMAIL PROTECTED]> wrote: > I recall some list subscribers wanted to see some actual metrics for > bandwidth utilization. > Hope this is the sort of info you were looking for..... > ---------------- > Host: Dual xeon 2.8 Ghz 2GB RAM 100Mbps NIC (theplanet package > labeled P2800S) > > Running 8 srcds servers configured as follows: > 1 8 slot scoutznknives 24*7 > 1 10 slot scoutznknives 24*7 > 1 12 slot awp_subzero 24*7 > 1 16 slot scoutznknives 24*7 > 1 24 slot cs_assault_lith 24*7 > 1 24 slot cs_assault_lith 24*7 > 1 24 slot various maps > 1 32 slot cs_assault_lith 24*7 > 150 slots total > > Current utilization: > 53 players on line (player counts range from 10 to 70 over a typical 24 > hour period with the average around 50) > 1 server empty > CPU is stable at 30% (+- 3%) across all 4 HT processors in task manager > graph > 575MB memory in use and stable > CPU use rises to 60% in one HT CPU graph when a map change occurs > > Network Bandwidth Utilization Metrics: > > Current estimated transfer for March 2005 is 361.9 gigabytes (2000 > gigabytes available) > > Network utilization for past 24 hours: > TO_INTERNET > Max: 2.71 Mbits/s > Avg: 931.8 Kbits/s > Cur: 1.62 Mbits/s > Total: 9.6 Gbits/s > > FROM_INTERNET > Max: 1.26 Mbits/s > Avg: 460.8 Kbits/s > Cur: 931.8 Kbits/s > Total: 4.8 Gbits/s > > TOTAL > Max: 3.97 Mbits/s > Avg: 1.36 Mbits/s > Cur: 2.53 Mbits/s > Total: 14.4 Gbits/s > > Network utilization for past 72 hours: > TO_INTERNET > Max: 2.71 Mbits/s > Avg: 839.7 Kbits/s > Cur: 1.62 Mbits/s > Total: 23.6 Gbits/s > > FROM_INTERNET > Max: 1.26 Mbits/s > Avg: 409.6 Kbits/s > Cur: 931.8 Kbits/s > Total: 11.4 Gbits/s > > TOTAL > Max: 3.97 Mbits/s > Avg: 1.22 Mbits/s > Cur: 2.53 Mbits/s > Total: 35.0 Gbits/s > > Data transfer December 2004 was: 1,141.9GB. > The daily average was around 36GB per day with a peak day on the 27th at > 55.8GB and associated ramp up and ramp down during the adjacent 6 day > periods. > .On the peak day the average per hour was 2.33 gigabytes. > > Although this might indicate player counts near 200 and the math on the > numbers appear to indicate 184 players, > I do not recall ever seeing more than 170 online at any one time. > > But these are the actual recorded metrics that indicate I am not as full > of BS as some folks around here suggest. > > Summary > > I'm not making any assumptions based on these numbers because I have > some work to do on the log parser before I will have the necessary > correlation of actual players online to the network metrics. When I can > coorelate the actual players online to bits transferred then I can work > it back through December 2004 and see what sort of player counts are > suggested by the metrics and what the log parser shows for actual player > counts and time online. > > Other things I am keeping in mind is that a peak of 170 players for no > more than 5 minutes would indicate the players were dropping off due to > lag. > However, if such a peak remained online and steady with the majority of > players remaining in game for an hour then the indication would be the > client FPS is satisfactory. > > Also worth noting: > There have been some network issues affecting this host that began in > mid January with a malfuctioning Cisco router. > The Fiber is scheduled to be regroomed tomorrow night. > Perhaps this work will be successful and the player counts can return to > the December levels by next month. > ------------------------------------------- > > I'm still waiting for enough players to come online and take the CPU to > a range of 80 to 90 percent > (so i can enter the servers and measure fps/playability in game where it > counts.) > > IMHO, constant CPU utilization over 90% is not a good thing and you > won't be able to tell what difference the numbers of servers and players > is making. > I am trying to capture the moment and counts when the server enters the > 90% range so as to know how many players it took to get there. > > More metrics later when I have them. > > Regards... > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

