DER_MASCHINE wrote:

Thanks for your help,

I will set up the latest stable kernel version.

If you're still running 2.4 you'll need to edit the kernel timer
resolution by hand, you may have a kernel configuration tool with your
distribution that will assist you.

One last question: Does a higher Kernel timer frequency affect the
overall performance?

Well, given that it can cap you maximum FPS, yes. Remember if your only
processing at 50fps, there's a strong chance that over 20% of the data
on a tickrate 66 server is simply ignored, dropped or unprocessed. READ:
poor bullet registration.

More importantly, it sounds like you're planning on running multiple
servers on the box. Kernel timer resolution helps here too, as it
defines how often the processor can switch tasks (check IRQ's). Your
servers will show good performance with a timer resolution of 1000Hz.
Many hosts whose infrastructure I have seen run up to 3 srcds servers on
a linux kernel running at 1000Hz, and typically they show a continual
333fps on default settings and even with optimised netcode.

The rule simply is, that srcds does not seem to be capable of reliably
processing at an FPS greater than the kernel timer resolution/2,
although this as much to do with the kernel as srcds. Some people have
noted a difference on the 2.5.x branch where the FPS will rise to around
70 with still a 100Hz timer. This is seems to be related to the size of
the kernel timeslice, but I haven't looked in any detail so I have no
more information on that.

As others have stated, the 2.6.x branch default to 1000Hz. Equally, BSD
kernels can be changed easily post-build, so binary packages are all you
generally need.

Right now my scrds requires 50% of cpu resources. I expect the
gameserver to need even more cpu power at higher frequencies.


It shouldn't be using so much, especially when empty. Fix the kernel
timer, and see what happens :)

If you want to later restrict your server side fps, to somewhat control
load, you can set fps_max as you have seen already.

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