Bots taken far, far more CPU cycles than real players. Even the best
servers can only handle about 16 bots before they begin to lag... many
GSPs ban the use of too many bots they're so resource intensive.

On Friday, June 18, 2010, Josh Bost <dislexs...@dislexsick.com> wrote:
> Hi All,
>
> I'm preparing a server to be used at a local LAN party next month, the
> server is pretty much enterprise specs (Dell PowerEdge 2950 - Intel
> Xeon 5365, 16GB RAM, 6x146GB 15K RPM SAS drives in RAID-5) and I plan
> to have several game servers running at once.  I want to figure out
> how many source servers I could run at once (Until now all my TF2
> servers have been through GSPs), and so I made a little benchmark - a
> 32 man server, but since I can't populate that on my NAT'd (stupid
> landlord, fml) ADSL2 connection I decided to stick 32 bots in it,
> since I assume the AI would use just as many CPU cycles as a real
> player.
>
> Anyway, onto the questions:
> Has anybody tried this before?  Does the benchmark given by running
> bots translate easily into real world performance (Even if it is
> something like take the CPU usage and multiply it by 1.5 to get an
> approximation of how much a real player would use, etc)?
>
> I am only interested in CPU here, as that is the weak point of the
> system (Allocating 500MB RAM to each server would give me 30 servers +
> 1GB RAM to the Host OS, and there is no way I would need that much -
> Similarly the RAID-5 Setup gives my 180-250MB/sec read speeds on the
> HDD - Dual Gigabit NICs will do just fine for a LAN party)
>
> Alternatively, is anybody using a similar setup and could give me some
> benchmarks for usage running TF2 (or L4D2, though it will only be
> running one or two L4D2) servers?
>
> Cheers,
>
> Joshua 'Dislexsick' Bost
>
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-- 

Thanks,
 - Saul.

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