Very well put. My feelings exactly.

Jeremy

Quoting Michael Ressen <[EMAIL PROTECTED]>:

>
> Increased CPU loads are the biggie, Eric.   Figure it this way:   You
> size your servers and plan your capacity based on 3.1.1.0x versions,
> which have been the standard for quite a while.  Now, migrating to
> 3.1.1.1x reduces your overall capacity by not just the ~20-25% that you
> see in increased load, but can cause even bigger probs for those who run
> multiple hlds on a physical box.
>
> For example, my biggest server is a 2x2.8 Xeon machine, using FreeBSD
> 5.1, with hyperthreading enabled, and the HZ compiled in at 1000.   All
> extra stuff is stripped out.   Since hlds is only single-threaded, the
> scheduler is running tasks across one cpu at a time, although the
> scheduler is alternating between phyical cpus to balance the load.  Now,
> here's my hlds command line:   "./hlds_i686 -noipx -game cstrike +ip
> 64.108.152.130 +port 27018 +maxplayers 32 +servercfgfile b1server.cfg
> +map de_dust2 -pingboost 3 +sys_ticrate 1000 -tos".  I have VAC, metamod
> 1.16, hlguard 1.50 using aimbot, cvar, and file checks, and amx 0.9.3
> with 21 plugins.  Watching my 'top' output right now here's what I get
> at 10 sec intervals on cs_assault:
>
> CPU % (1 proc)        # players
> -------------------------------
> 74.22                 26
> 71.09                 25
> 77.34                 25
> 80.47                 27
> 82.03                 27
> 82.81                 26
> 83.59                 26
>
> If this was cs_office, or de_torn, she'd be pegged at 99%, and there'd
> be some much higher pings in there.  My only recourse is to turn the
> pingboost down, which is going to result in adding +10ms or so to all
> players and it won't be as smooth.   Now imagine running an identical
> server on the same box.   With 3.1.1.0x I can, but 3.1.1.1x I probably
> cannot.   So, that puts me in a predicament;  I can change my setup and
> lower the load a bit, but my patrons won't like it.   I'll lose people
> doing that.   On the other hand, to keep 2 servers running, at the same
> level of performance, I now have to go out and spend another $2200 on
> new hardware, plus space fees, additional router port, etc.   The costs
> to me for just one server are more than I am going to undertake, so you
> can hopefully realize some of these guys here with 100 servers, who
> might find they no longer have the capacity to handle the load.
> They're out revenue.
>
> We do like all the things that you folks have put into the game, and
> that's what's helped make it so successful, but we get frustrated when
> we look at some of the other game engines out there and compare.
>
> For example, that same box that hosts my 32 player CS server also hosts
> a 20-player rental.  It also hosts a 20 player BF1942 server.   Right
> now, that server is full, running coral_sea, and the load is 30.47% (1
> proc).   The efficiency of that binary is way ahead of the hlds binary,
> and it uses 2.4 times the bandwidth player for player.
>
> I'm no super-duper programmer, I'm just some dumbass network engineer,
> so I'm sure I'm gonna get flamed for this, but I'm also sure that there
> will be more than a few people who will echo my statements here.
> Anything that can be done to aid in the load issue we're facing is going
> to be the most welcome relief to us.
>
> Thanks!
>
> Michael Ressen,
> Michigan Burbs Network Administrator
>
> www.michiganburbs.com
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