Correct, I was one of the folks discussing this in the last round of messages 
and we run on Linux. 
Since my last message about having disabled replays I still get occasional 
hiccups in a full server, but nowhere near as bad as before, owing to the lack 
of replay overhead.

I'd be happy to run diagnostics if they were available for Linux, but alas 
that's not the case.



________________________________
 From: Alex Kowald <[email protected]>
To: Half-Life dedicated Win32 server mailing list <[email protected]> 
Sent: Monday, May 13, 2013 1:16:04 PM
Subject: Re: [hlds] TF2 server performance spikes
 


You are only accepting traces for windows servers correct? Some of the people 
that have complained are running linux. I have the issue myself on two 
independent servers. We get this new game studder after upgrading, leaving 
everything else the same.



On Mon, May 13, 2013 at 12:11 PM, Fletcher Dunn <[email protected]> 
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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