You need to watch your console for vprof messages flying by and capture the
text some how. I think I saw one once, scrolled up to copy it, and it was
gone in a flash. You can try using screen to log the message if you're on
*nix, otherwise you can try your hand at using con_logfile, but be aware,
it kills.

Thanks,
Kyle.


On Mon, May 13, 2013 at 2:27 PM, Essay Tew Phaun <[email protected]> wrote:

> cheat protected -_-. I do know that the server dropped down into the red
> and nothing was generated. Are they stored in the vprof directory or within
> the root of the game installation?
>
>
> On Mon, May 13, 2013 at 5:19 PM, Fletcher Dunn <
> [email protected]> wrote:
>
>>  You should be able to enable it at any time.****
>>
>> ** **
>>
>> You can test if it’s working by executing the “spike” command, which just
>> forces the server frame rate to stall for a second or so.****
>>
>> ** **
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Essay Tew Phaun
>> *Sent:* Monday, May 13, 2013 2:16 PM
>>
>> *To:* Half-Life dedicated Win32 server mailing list
>> *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes****
>>
>> ** **
>>
>> Can these both be enabled at any point during the server running or must
>> they be specified at startup? I've enabled both and seen 2 servers already
>> dip below and nothing has been generated.****
>>
>> ** **
>>
>> On Mon, May 13, 2013 at 5:09 PM, Fletcher Dunn <
>> [email protected]> wrote:****
>>
>> That trace doesn’t appear to be produced as a result of
>> vprof_dump_spikes.  That is a profile of average performance over about an
>> hour’s worth of uptime.****
>>
>>  ****
>>
>> 314391 frames sampled for 4718.71 seconds****
>>
>> Average 66.63 fps, 15.01 ms per frame****
>>
>> Peak 3131.67 ms frame****
>>
>> 99 pct of time accounted for****
>>
>>  ****
>>
>> When spike mode is active, it will clear the profile data each frame, and
>> then dump it if the frame time exceeds some threshold.  (You actually
>> specify the reciprocal of the threshold, in hz.)****
>>
>>  ****
>>
>>  ****
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Kyle Sanderson
>> *Sent:* Monday, May 13, 2013 1:59 PM****
>>
>>
>> *To:* Half-Life dedicated Win32 server mailing list****
>>
>> *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes****
>>
>>  ****
>>
>> Did you update? for the past hour or so I've been getting complaints
>> about spikes, I'm thinking it's something non-threaded using the Steam API.
>> I noticed Avatars have been working since the change, but I'm just pulling
>> at straws now. vprof hasn't rendered anything useful.****
>>
>> Here's a vprof dump after a while (I wrote something to script most of
>> the captures, my goodness vprof takes a long time to print).
>> http://fpaste.org/11930/13684786/****
>>
>>
>> Thanks,
>> Kyle.****
>>
>>  ****
>>
>> On Mon, May 13, 2013 at 1:47 PM, Essay Tew Phaun <[email protected]>
>> wrote:****
>>
>> Oh my god Valve, the spikes are 10x worse now, what have you done lol.***
>> *
>>
>>  ****
>>
>> On Mon, May 13, 2013 at 1:38 PM, Bjorn Wielens <[email protected]> wrote:
>> ****
>>
>> I will attempt to get a few vprof dumps and post them here.****
>>
>>  ****
>>    ------------------------------
>>
>> *From:* Fletcher Dunn <[email protected]>
>> *To:* "[email protected]" <
>> [email protected]>; Half-Life dedicated Win32 server
>> mailing list <[email protected]>
>> *Sent:* Monday, May 13, 2013 2:09:14 PM****
>>
>>
>> *Subject:* Re: [hlds] [hlds_linux] TF2 server performance spikes****
>>
>>
>> Has anybody used vprof spike mode?  This sort of problem is pretty much
>> exactly what it was designed to investigate.
>>
>> E.g.
>>
>> vprof_on
>> vprof_dump_spikes 20      // dump a vprof report if frame rate drops
>> below 20
>>
>> If the problem is caused by network traffic, using the -netspike command
>> line argument can also be used to dig deeper into exactly what entity data
>> is being sent.
>>
>> If you have a report and you don't know how to interpret it, you can
>> email it to me or post it here, I'm sure there are some people who can help
>> analyze it.
>>
>> -----Original Message-----
>> From: [email protected] [mailto:
>> [email protected]] On Behalf Of Bjorn Wielens
>> Sent: Monday, May 13, 2013 9:42 AM
>> To: Half-Life dedicated Win32 server mailing list;
>> [email protected]
>> Subject: Re: [hlds_linux] [hlds] TF2 server performance spikes
>>
>> 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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>> please visit:
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>> >
>> >
>>
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>>  ****
>>
>>
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>> please visit:
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>>
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