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That's the answer I was looking for :)

Yeah, I'm surprised WolfServers hasn't got more bad media around...with the
gmod and all. I wonder if they stuff them all on the same box?

On 4/17/07, RMaioroff <[EMAIL PROTECTED]> wrote:
>
> We are not a GSP. We do however offer the largest number of GMOD pubs
> currently listed. The nice thing about GMOD is it's Lua capabilities. Very
> flexible and many innovations are being not only conceived, but developed
> for this neat mod. Does it crash a lot? Yes. Is it demanding on the
> system?
> Absolutely. Is it wildly popular? Better fucking believe it. If you know
> Gmod, you know what a large community of players there are. Our servers
> are
> constantly full, and as long as we follow the development trends (within
> reason) and provide the games the community is hungry for, we continue to
> get that kind of volume.
>
> We run currently at 16 slots per pub (sandbox pubs mind you) for the very
> reason of the potential for increase of CPU requirements at any given
> time.
> Think about it: A single garrysmod player can do enough in-game to max the
> CPU. ONE PLAYER... So with 16 players, it is pretty damn heroic that we
> have
> smooth, fast, and consistent gameplay. If it weren't for several Lua
> scripts
> managing the prop overhead, a 16 player server in sandbox mode would be
> out
> of the question.
>
> As far as lagging every server on the box were we to get SMP; I disagree.
> I
> think that with the appropriate optimizations for the server code, and
> with
> a diligent admin whom sets affinity and process priority correctly, would
> stand to gain a huge performance increase without "lagging other servers".
>
> So yeah- in a nutshell, without Linux Binaries, and with current
> process-CPU
> usage, GMOD is definitely NOT ready to be offered in a rental platform. I
> totally agree. I can only imagine how much of a gut full of the shit
> WolfServers will take before they say piss on it, and stop offering it as
> a
> rental option.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
> Sent: Tuesday, April 17, 2007 6:31 PM
> To: [email protected]
> Subject: Re: [hlds] RE: DoDS cpu and SMP time-line
>
> --
> [ Picked text/plain from multipart/alternative ]
> The problem with that, if you are a game server provider, is that that one
> process is going to load up every single core. Honestly. Now you have
> every
> single server on your box lagging. Honestly I don't even know why GSP's
> offer Garry's Mod at all. You might as well put up a 32 slot CSS server @
> 100 tick full of bots...because honestly that's what it's like when you
> put
> that kind of stuff on your box.
>
> I'd be curious to see what kind of usage these Gmod servers have when
> full,
> I've never tried running them on anything but a spare box at home because
> I
> don't have the money to put a box in a datacenter just for one or two Gmod
> servers.
>
> On 4/17/07, RMaioroff <[EMAIL PROTECTED]> wrote:
> >
> > Indeed. Which is why those of us in the Gmod serving arena can benefit
> > greatly from balancing that load across multiple CPU's / Cores. You've
> > obviously got experience with GMOD servers and know how demanding they
> can
> > be. It's frustrating to see it first hand, and then think that Valve
> > *might*
> > not be doing much to help our situation.
> >
> > In reality, Garry's Mod is probably the most demanding source game out
> > there, bar none.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Cc2iscooL
> > Sent: Tuesday, April 17, 2007 4:02 PM
> > To: [email protected]
> > Subject: Re: [hlds] RE: DoDS cpu and SMP time-line
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Wow, I don't know who's dumber, the people thinking Garry's mod for some
> > reason is *low load* or that SRCDS is the problem behind that.
> >
> > Just a quick reminder for you guys... Garry's Mod works by spawning
> > entities
> > which kiddies like to fling about the map. Now I don't know if you've
> > noticed, but when you attach quite a few objects to a single point and
> > spin,
> > move, well hell, do anything to them, the load shoots up...this is not
> due
> > to SRCDS or Garry's Mod itself, but to the way the entities work. If you
> > think that Garry's mod servers are going to run low load, you are sorely
> > mistaken.
> >
> > On 4/17/07, James Gray <[EMAIL PROTECTED]> wrote:
> > >
> > > Sounds more like a Garry's Mod issue than a Source DS one.
> > >
> > > On 4/17/07, RMaioroff <[EMAIL PROTECTED]> wrote:
> > > > Steve, do you / have you run any Garry's Mod servers in sandbox
> mode?
> > We
> > > > have machines that are 4 physical Xeons (i.e. 8 cores), machines
> that
> > > are
> > > > dual AMD opterons, etc... and the same old story with maxxing out
> the
> > > CPU. I
> > > > assume you run GMod 10 servers, and would love to hear your secret
> to
> > > > getting stable, consistent behavior with more than 16 players in
> > sandbox
> > > > mode. We've run 32 players before, and things are fine until large
> > > > contraptions are created and Gmod requires huge amounts of CPU.
> > > >
> > > > -Thanks
> > > >
> > > > -----Original Message-----
> > > > From: [EMAIL PROTECTED]
> > > > [mailto:[EMAIL PROTECTED] On Behalf Of Steven
> > Hartland
> > > > Sent: Tuesday, April 17, 2007 1:10 PM
> > > > To: [email protected]
> > > > Subject: Re: [hlds] RE: DoDS cpu and SMP time-line
> > > >
> > > > Not sure what you class as top-of-the-line machines but you should
> be
> > > able
> > > > to run more than 16 players total on a good Intel Core 2 / AMD 64
> box.
> > > >
> > > >    Steve
> > > >
> > > > ----- Original Message -----
> > > > From: "RMaioroff" <[EMAIL PROTECTED]>
> > > > To: <[email protected]>
> > > > Sent: Tuesday, April 17, 2007 5:30 PM
> > > > Subject: RE: [hlds] RE: DoDS cpu and SMP time-line
> > > >
> > > >
> > > > > We're in the same boat- Too much load and not enough CPU. We host
> > > about 10
> > > > > Garry's mod public servers, and are unable to reasonably run
> > anything
> > > more
> > > > > than 16 players (sandbox). It's very disheartening to think that
> we
> > > pay
> > > > $500
> > > > > /mo. for top-of-the-line machines, and STILL see cpu loads
> > > consistently
> > > > > hitting 90-100%.
> > > > >
> > > > > Valve, we NEED server side support and optimization!! How sad to
> > have
> > > to
> > > > > explain to provisioning that no, we don't want the free
> sub-upgrade
> > to
> > > the
> > > > > Xeons, but instead flop us back to the Pentium D 950. :-(
> > > > >
> > > > > Come on Valve. Please revisit the issue of server side SMP. If we
> > > can't
> > > > take
> > > > > advantage of our big machines to finally run your game binaries
> with
> > > > > adequate CPU, then I for one will be forced to give up the source
> > > hosting,
> > > > > which would be a real disappointment.
> > > >
> > > >
> > > > ================================================
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