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. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > >
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