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Pretty much everyone here or who hosts servers will have a relatively
different solution to how they run/allocate servers and the problems that
are likely to occur on them. CPU usage varies per map, on a map change, when
a server restarts, other none game processes on the same box, and thats not
touching on the issue of contention which many do (why they are so dirt
cheap as they way overcontend, note: not accusing anyone here of doing). It
_can_ be a very dynamic situation _for some_ when you have a large amount of
servers on a machine which you can do with quad cores for example.

I'm not here to argue about the pros and cons of any methods, each admins
make their own choices. Whilst I think there were some good constructive
replies earlier with solutions to the problem, I think some recent ones
weren't grasping that everyone has a different solution out there, and not
every solution fits into a nice easy to package box that stays the same
way for every second of 24*7, and those who assume theirs does in _some_
cases are probably wrong.


On 4/11/06, Steven Hartland <[EMAIL PROTECTED]> wrote:
>
> Oh come on, this is not a simple thing to solve. If you think it is then
> go start you own company, create some great games like Valve and
> then support them as well and for as long as they have. Think you'll
> find that not everything is quite a easy as you think it is.
>
> ----- Original Message -----
> From: "Dustin Tuft" <[EMAIL PROTECTED]>
>
>
> > Well I guess it's just easer to sit on your thumb and wait for someone
> else
> > to all most fix the problem, so you still have you scape goat
> > ***COUGHVALVECOUGH***... huh
>
>
>
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