I understand, somewhat. But source has the option to host up to 64 slots, which 
is right at the top of the core on most boxes, if not pushing it. And Garry's 
mod (I understand this is a CPU heavy game) pushes this limit all the time. I 
really think rebuilding this part of the engine to work with multiple core 
processors, would have a positive impact on servers. People are always striving 
for more performance, whether they're tricked by 1000 and 10000 fps servers, or 
just using standard high precision timers. If valve were to update a setting 
like this, the standard "out-the-box" performance would be enough to run 
multiple servers without your servers getting bottlenecked, or your cores 
getting overloaded. 

I'm looking into some sort of automatic tool to switch affinities if the 
process is noticed running on my machine. But with all the performance changes 
lately, I figure looking into this, or at least updating portions of it to 
exist with multiple cores would be for the best.
  ----- Original Message ----- 
  From: Henry Goffin 
  To: Half-Life dedicated Win32 server mailing list 
  Cc: Half-Life dedicated Win32 server mailing list 
  Sent: Tuesday, October 18, 2011 11:08 PM
  Subject: Re: [hlds] (FPS Related) Core limit, returns fps drop.


  Source was not originally written to take advantage of multiple cores for a 
single server instance. Over time, we have converted some parts of the engine 
to use additional threads/cores, but the majority of the engine can only use a 
single core at a time. That is unlikely to change for any of our currently 
released games, and the CPU usage of a single core will be the main factor for 
performance.


  We have made improvements to performance in the past and we plan to continue 
making small improvements as we find them, but you should not expect to ever 
see a single CS:S or TF2 server use 100% of a quad-core system..

  On Oct 18, 2011, at 7:53 PM, "Nomaan Ahmad" <[email protected]> wrote:


    I have this same issue too. It has always bugged me, I had to set affinity 
to each core manually by an application. And server lags once a srcds instance 
hits 25%...
    Is there any solution to this problem?


    On 18 October 2011 22:30, Calvin Judy <[email protected]> wrote:

      With all the fps changes and things going on I figured I'd bring up an 
issue, if you have a dual core/quad core/etc and you're running an srcds 
process, you're generally wasting anything over 1 core, unless you have some 
sort of application that spreads the affinities automatically. (note: I don't 
know if setting affinities for srcds even handles properly and increases it's 
ceiling.)

      The srcds process is only allowed a maximum ceiling of 1 core, on my box 
once I hit 40 players on my Garry's mod server, the process is at it's top of 
that core, pushing 25%. Therefore it ends up getting automatically 
bottlenecked, once it uses that core you experience fps drops in-game to 10, 
which does effect gameplay. Why is this ceiling in place? Is there a way around 
it, does setting affinities per srcds process actually fix this issue, or is it 
still only reading 1 core max? 

      My WS2008 runs the process at a consistent 33.03 fps until that ceiling 
gets hit. The image below is the core with 27 users online currently, I've also 
included an "rcon stats" log so that you can see the current fps. And see how 
full that core is becoming as more users connect.

      http://i54.tinypic.com/33az7sg.png

      17:24:47 CPU    In (KB/s)  Out (KB/s)  Uptime  Map changes  FPS      
Players  Connects
               0.00   70.07      269.64      1003    0            33.03    27   
    86     

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