--
[ Picked text/plain from multipart/alternative ]
Actually I take what I said back.

At the rate SRCDS is gobbling up CPU resources, our only bloody hope of
successfully running even 1 decent SRCDS process is for SRCDS  to support
multi-threading and 64bit and as many CPU cores as you can throw at the damn
thing.

On Mon, 16 Apr 2007 22:48:55, Dan Sorenson <[EMAIL PROTECTED]> wrote:
>
> At 08:25 PM 4/15/2007 -0700, Alfred fesses up:
>
> >Right now all the SMP work revolves around client side optimisations, it
> >is unclear what benefits can be found on the server.
>
>         At present we're stuck at 2.6Ghz a core, so to my way of thinking
> if the game requires a 3Ghz or 3.5Ghz CPU to sustain performance then the
> options are to 1) put SMP support in the engine so it can get an effective
> 2*2.6GHz to work with, 2) drop the number of players and tick rate to
> compensate, or 3) forget about purchasing quad-core boxes and dedicate a
> Pentium D at 3.8Ghz with the 1024MHz FSB and eat the costs of the extra
> hardware.
>
>         I doubt we'll see this in CS:S any time soon, but in DoD:S the
> mappers seem to want to put everything from Normandy to the Maginot Line in
> one map, and you know better than most how larger maps and the greater
> number of entities to calculate around increase load.  And users scale in a
> logarithmic manner.
>
>         Granted, Valve's bread and butter is CS:S, so I wouldn't expect
> DoD:S alone to prompt this.  Granted also, DoD:S has sort of caused its own
> problem in this regard and it's not Valve's obligation to fix it.  This is
> still going to become a problem that current hardware cannot address, if not
> with CS:S then perhaps with TF2 when the mappers get crazy or when we try to
> run 32-player servers of Deathmatch four months from now.
>
>         To me, my choices are coming down to money.  If SMP support is
> four months from now I can slide a bit, maybe move my DoD:S server to a box
> that only handles that game and maybe a web service, and I can leave my CS:S
> servers on dual-core or quad-core machines and consolidate them a bit.  If
> SMP support is a year away on the server side, and a 2.6Ghz core isn't
> cutting it, either I need to buy faster single-core processors and dedicated
> boxes and adjust my budget, or I need to tell my folks that a 32-player box
> at 100 tick isn't feasable for that game on today's hardware.
>
>         Which reminds me, we're fast approaching the time where there
> needs to be a decent benchmark tool for servers.  Something that can
> simulate 32 users or 24 users and just put a load on the box so we can tell
> if we're hitting the limits of CPU, memory, disk, network, etc... before
> promising the customer a Great Gaming Experience.  I'm afraid that "Sorry,
> the custom map you loaded is at fault" or "try it without any mods" isn't
> going to be an adequate defense in the near future.  Such a tool might be
> justified in development time mainly by documenting limitations and thus
> setting priorities in development of the server code.
>
>         - Dan
>
> * Dan Sorenson      DoD #1066      A.H.M.C. #35     [EMAIL PROTECTED] *
> * Vikings?  There ain't no vikings here.  Just us honest farmers.   *
> * The town was burning, the villagers were dead.  They didn't need  *
> * those sheep anyway.  That's our story and we're sticking to it.   *
>
>
> _______________________________________________
> 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

Reply via email to