Can you clue me in on what's so funny?

On Tue, Aug 30, 2011 at 6:59 PM, Admin <[email protected]>wrote:

> 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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