--
[ Picked text/plain from multipart/alternative ]
Thanks for being a complete XXXhole, Captian Obvious. I was simply stating
that the CPU usage has constantly risen so I had to lower the tickrate from
66 to 33, and then I stated the CPU usage after that point. If you didn't
realise, half of 85 is 42.5, and half of 75 is 32.5, so your math must be
off. Oh hey look, I can be a hard XXX as well.

Anyway, back on topic, it would be nice if there was a multithreaded server
so that we could run larger servers...but I would also request that the CPU
usage be fixed, instead of just making it to run on more than one. We can't
all afford super computers to put our servers on. Is it coming to the point
where I have to charge my clients $4+/slot for a 66 tick server? Sure
Fragism was like that, but you can't expect to have a large consumer base
when you charge that much for a server, when they can go to some big company
and get theirs for half the cost. Not saying Fragism wasn't successful, but
they didn't have a majority of the server market either.

Aside from that point, I do think they need to work on optimization. I'm not
sure if this is true but I think on Windows servers they actually use less
CPU, and with a FPS boost program you can get the FPS of a Windows server
right up next to a Linux. Sure you have to pay extra for Windows, but hell,
if you only use half the processor cycles for the same server as a Linux box
it would be much more worth it.

Speaking of Windows...

If any of you guys run both Linux and Windows servers, I'd be interested in
seeing a benchmark of the two servers run with exactly the same amount of
slots, the same cvars, and the same hardware, and see which one uses less
CPU, or if they're the same. I would appreciate if someone would do this, so
I can decide if I want to spend the extra cash on a Windows box or not.

On 11/3/06, Steven Hartland <[EMAIL PROTECTED]> wrote:
>
> 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
>
>
> ================================================
> This e.mail is private and confidential between Multiplay (UK) Ltd. and
> the person or entity to whom it is addressed. In the event of misdirection,
> the recipient is prohibited from using, copying, printing or otherwise
> disseminating it or any information contained in it.
>
> In the event of misdirection, illegible or incomplete transmission please
> telephone +44 845 868 1337
> or return the E.mail to [EMAIL PROTECTED]
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
--

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Reply via email to