There's not doubt in my mind that as Valve continues with each new iteration
of the Soruce engine, we'll eventually see more and more mutli-threaded
functionality built into it. This is actually a problem with almost all
engines at the moment - they really do nto take advantage of all the
horsepower that modern server hardware provides. We're running dual-quad
cores across all of our boxes that host Source-based games, and they are
rarely truly taxed. Hell, we're about to launch a 12-core beast for BF3, and
I'd love to see what a truly mutli-threaded version of Source could do with
that kind of hardware, but at the moment I think it would be wasted (but the
future is bright, and I look forward to the day when Valve says "this
version of Source will use as many cores as you can throw at it ;-)

On Wed, Oct 19, 2011 at 4:19 AM, Calvin Judy <[email protected]> wrote:

> **
> 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 <[email protected]>
> *To:* Half-Life dedicated Win32 server mailing 
> list<[email protected]>
> *Cc:* Half-Life dedicated Win32 server mailing 
> list<[email protected]>
> *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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