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On Wednesday 08 December 2004 15:10, Eric (Deacon) wrote:

> It's not strictly based on srcds as it is the fact that it's an online
> FPS and the necessarily direct conclusions that you can jump to based on
> that fact alone, as has been explained very thoroughly and in-depth by
> Alfred in the past, including addressing HL itself.

Good point.

> Is there any other online FPS server that has native SMP support and
> sees a substantial performance gain as a result, under any conditions?
> I don't know of any, and I'm guessing it's not just laziness on the part
> of developers...  I mean, bear in mind that since they built the source
> engine is more or less from scratch, don't you think they could've built
> in SMP support if they really thought it would be helpful?  Hell, that'd
> be marketing pizzazz right there.

Well, I agree with you that splitting main thread (the one that decides what's
going in in source virtual world) into smaller ones will probably give no
performance boost but there are tasks like writing logs, admin console,
remote console, some kind of less time dependend, greater logic that may
offload cpu when put in another threads (=CPU's). I belive "NeverWinter
Nights" server works on these principles.

But then again is this better or worse ? :-)

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Mariusz Zielinski
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