I don't understand your question.

On Fri, Sep 16, 2011 at 10:28 PM, Matt Corep <[email protected]>wrote:

> no hyperthreading on I can use all the cores your saying wouldn't matter if
> its even or odds.
>
> What if you have lets say 10 servers running is an example and wouldn't
> that effect your 1 core per server, if you only have 7 as i see.
> On Fri, Sep 16, 2011 at 9:44 PM, John Gibson <[email protected]
> > wrote:
>
>> Everyone,
>>
>> I've put together some tips and notes for server performance with Red
>> Orchestra 2. Please read this if you are hosting a server for the game, as
>> there is some very important information here.
>>
>> Windows 2008 R2 Only
>>
>> - This is a big one. In the power settings there are two options
>> "Balanced" and "High Performance". I believe 2008 defaults to "Balanced",
>> but the server will run poorly like this. You must set this to "High
>> Performance". A server admin reported changing this decreased his CPU usage
>> 50% on one core (the main game core). In other words, his server was
>> performing terrible before, and setting this gave him great performance.
>> - Windows Firewall: We've seen on some machines that for some reason
>> Windows Firewall will throttle the bandwidth (and sometimes even stop the
>> net traffic for a few seconds). If you experiencing strange times where the
>> server stops sending network traffic altogether for a few seconds, this is
>> probably the culprit. Try turning it off, and see if the problem goes away.
>> It did on our servers. Other server admins have reported they never saw this
>> issue.
>>
>> Processor Affinity
>>
>> - I don't know how many server admins I've seen complaining about server
>> performance, and one of the first things they mention is "well I didn't set
>> the affinity". Unless you are running virtualization (which I don't suggest)
>> and the virtualization or some other software that is setting the affinity
>> for you, you MUST set the affinity to get the best performance out of the
>> game. The game thread needs exclusive access to a single core. Otherwise the
>> OS will have it thrashing between cores which will cause the CPU load to go
>> up, as well as pings and lag. I'm really serious on this one, it is a huge
>> benefit to the way the server runs when it is near or at peak load.
>> - Don't set the affinity for more than one server to the same core: this
>> one should go without saying, but if you do set your affinity, don't set
>> multiple 64 player servers to the same core :) Havoc ensues. Give each
>> server process it's own exclusive core for the game thread.
>> - Give the server its own physical core. If a server has hyperthreading
>> on, then you should use all even or all odd cores for your affinity. You
>> want to do 0,2,4,6 or 1,3,5,7, as that will be separate physical cores. If
>> you do 0 and 1 with hyperthreading on, that will be the same physical core
>> and will overload the CPU
>>
>> Here is the commandline switch:
>>
>> -PREFERPROCESSOR=x (where x=0,1,2, ...)
>>
>> So for example:
>> -PREFERPROCESSOR=0
>> Would set the game thread's affinity to the first core.
>>
>>
>> Virtualization
>>
>> - Most poeple have not had good results with virtualization and the RO2
>> game server. I would suggest at this point to avoid running with
>> virtualization. I have had reports of servers that would peak thier CPU at
>> 20 players when using virtualization, when the same machine would run 64
>> player easily without virtualization. With that said, I have also heard some
>> server hosts/admins have had good results with virtualization, and I would
>> be very interested to hear what software and configuration you are using.
>>
>> Running Over Recommended Specs
>>
>> - Please try and keep reasonably close to the Recommended Specs. We've
>> seen a lot of poeple pushing thier machines WAY past the recommended specs.
>> Doing so will only result in a laggy experience for your players, who will
>> in turn leave your server, or our game. And more often than not, they will
>> blame Tripwire and not the server admin. Here are the recommended specs we
>> determined during the beta. Note: we actually got some decent optimization
>> between beta and retail which gained us 10-15% better performance over the
>> beta on the server. Still, I wouldn't suggest going TOO far over these:
>>
>> 32 Players: CPU usage - 1 Core of a 2.6 GHZ Core I7 or equivalent (i.e.
>> the server process will take most of 1 core, with a few smaller threads on
>> other cores). We also 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.
>>
>> 64 Players: Goal 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).
>>
>> Strange Lag/Ping Anomalies
>>
>> - There have been reports of strange ping/lag anomalies not related to CPU
>> usage (i.e. servers running fine, then pings climb really high for everyone
>> for an extended period of time, then go back to normal). I've finally been
>> able to reproduce this on our test servers (by reproduce I mean see it
>> happen first hand). It is very rare on my test servers (in 5 days of the
>> servers running 64 players 24/7 this is the first time I've seen it). I'm
>> probably going to need to build in some logging into the next update to give
>> me more data on why/when this is happening so that I can track down the
>> cause. I'll be looking for volunteers to turn on this logging and give me
>> thier data. I've got some ideas what it might be, but I need to know for
>> sure.
>>
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