Hi,
The original point was:
Srcds cpu usage grows as time goes.
I do agree with this statement.
From what I've read on this thread, this is not the case for the win
version..
When css came out I used to run a 64 player on a p4, as updates came, I
had to upgrade to dual xeon, and now I have to upgrade again the server
as the performances are getting worst and worst as updates comes out.
No flamming on what I'm saying, but just pointing an issue.
By the way I've read on some websites HL² (client side ?) is becoming
multi threaded in 2007. Any chance it also does for server version ?
Best regards
Julian
Steven Hartland a écrit :
Cc2iscooL wrote:
--
[ Picked text/plain from multipart/alternative ]
Possibly. I've also noticed a spike in cpu usage since updating. I
kept the old binaries on one of my modifications (Dystopia, 24
player, 66 tick) and it was running around 75-85% CPU (2.0ghz dual
opteron system). I had to update the server to run some of the newly
made maps, and after updating, I now have a load of 95-100% CPU, so
when full the server jumps around and is quite inefficient. I had to
reduce it to 33 tickrate, and now it runs at 45-55% CPU...wow.
Something must be wrong.
So you halved the simulation work by halving the tick rate and saw
the CPU load drop by a factor of 2 so there must be something wrong??
Hope you got a refund from your maths lessons.
Steve
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