lol

 

From: [email protected]
[mailto:[email protected]] On Behalf Of John Gibson
Sent: Wednesday, 31 August 2011 2:38 AM
To: TWI Server Admins; Half-Life dedicated Win32 server mailing list
Subject: [hlds] 64 Player RO2 Servers

 

Everyone,

 

I just wanted to drop you all a message about 64 player RO2 servers. I've
noticed this morning there are a LOT of 64 player RO2 servers showing up in
the server browser in anticipation of the launch of the RO2 pre-purchase
beta. This is really great, and we appreciate the support. 

 

With that said, if I had to guess I would say that it is very likely a lot
of these machines don't have the horsepower to run 64 players. I would ask
everyone hosting 64 player servers that please if you do not have a machine
powerful enough for 64 players, do not try and run your server that high.
All you are going to do is give the players on your server a poor
experience, and give a lot of players their first impression of RO2 as being
a lagfest. If you do not have a machine that at LEAST matches our
recommended 64 player machine, then I implore you to bump your player slot
limit down to 32. It takes quite a high end machine to handle 64 players.
Here is what I posted on the Tripwire forums regarding the server specs:

 

 

64 Players: CPU usage - 1 Core of a Intel Xeon E3-1270 3.4 GHZ (3.8 GHZ
actually with Turbo enabled) or equivalent (i.e. the server process will
take most of 1 core, with a few smaller threads on other cores).

 

A note on performance: 

64 players was pushing the test machine (Intel Xeon E3-1270 3.4 GHZ (3.8 GHZ
actually with Turbo enabled) pretty hard on certain maps, but did handle 64
players. Likewise 32 players pushed the Intel Core2 Quad Q8400 @ 2.66GHz
pretty hard at 32 players, but did handle it. We're working on some final
optimizations that might get the performance a little better, but there
won't be any drastic changes from these specs. 

 

Likewise the number of players the server can handle (i.e. how much
performance is needed) varies from map to map, and gametype to game type.
Smaller maps and countdown tend to perform better than larger maps in
territory or firefight. So if you run smaller maps only on your server, you
might be able to push the slots higher. Just watch your CPU usage, and more
importantly the ping of players connected. Ping will climb a bit as the
server gets under load and as CPU usage goes up, this is to be expected. But
watch the ping, if it is a server near you and the ping starts to go above
100ms consistently, then you are likely pushing your server too hard and
need to reduce the number of slots. 

 

What I have found is that it looks like an Intel Xeon E3-1270 @ 3.4 GHZ (3.8
GHZ actually with Turbo enabled) can just handle 64 players now, and is
being pushed pretty hard. We've got a last batch of optimizations that we're
going to try over the weekend that might bet it down a bit lower so the CPU
isn't pushed quite as hard (possibly getting things down by about 5%). We
tested on an Intel Core2 Quad Q8400 @ 2.66GHz and that could handle 32
players but I wouldn't try and do 32 players with a machine much slower than
that. As mentioned before, the final optimizations might push this down a
little, but nothing drastic.

 

Regards,

 

John Gibson

President

Tripwire Interactive

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