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.






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