To repeat, I haven't found a "solution." I have found a theory. If you're still experiencing the problem after having eliminated that confounding factor, then send another trace! If you can reproduce the problem with a single instance running, it is almost certain that there will be a smoking gun in there.
From: [email protected] [mailto:[email protected]] On Behalf Of AeroliteGaming.com Sent: Monday, May 13, 2013 9:19 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] TF2 server performance spikes Hello Fletcher, I am the server operator who had the affinities set, but even after removing them I am still suffering insane lag spikes at times so that cannot be the problem. I am very pleased to hear that you may have found a solution and I can't wait to try it out. I am able to send in more traces if that will help. Thanks! n 13/05/2013 17:11, Fletcher Dunn wrote: I do have a theory about the cause of the CPU spikes. I'll release a build with the next mandatory update (which will probably be this afternoon) that I think could address the problem. But since we are not reproducing the problem here, this is just a theory, not disciplined engineering. In order to conduct disciplined engineering, we need data from those who are able to reproduce it. Judging by the amount of discussion this problem has generated and the relatively small amount of effort that is required in order to get the data to us, I'm really surprised we haven't received more traces. I have given out vtrace keys to every person who has asked for one. So far we have received traces from exactly two (2) server operators. One server operator had processor affinities set, the other was running a high number of instances per core, such that the average CPU utilization was high and there was no headroom for more than one process to spike. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
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