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Assuming your server is setup correctly, then FPS is generally a good
indication of server performance.

If it can hold a relatively stable fps (eg. around 256, 333 or 512) with
players in the server then you need to look at other areas if there are
still problems.

If for example the server fps is fluctuating by more than 50 fps when its
empty, then you have a problem. It could be that your initial fps is set too
high for the amount of CPU you have, but on average and empty server with
enough CPU really should sit fairly consistently at the same fps.

If for example the server fps is fluctuating significantly, eg, It normally
runs around 256 and you keep seeing Low to mid 100's obviously this is not
good either.

Most importantly, if you servers fps starts to drop into double digits then
you have a serious problem.

Here is my output from a full 20 player Office only server running on a
single core of a Opteron 280 in a dual CPU box (Its a blade actually but
never the less you get the picture) running Windows 2003 with the kernel
timer set to

13:32:05 stats
13:32:05 CPU   In    Out   Uptime  Users   FPS    Players
         42.19 61345.20 143175.77    1933    59  253.53      20
13:32:06 stats
13:32:06 CPU   In    Out   Uptime  Users   FPS    Players
         42.19 60491.30 151364.09    1933    59  256.90      20
13:32:06 stats
13:32:06 CPU   In    Out   Uptime  Users   FPS    Players
         42.19 59350.98 155070.73    1933    59  257.53      20
13:32:06 stats
13:32:06 CPU   In    Out   Uptime  Users   FPS    Players
         39.58 58794.74 160593.98    1933    59  256.55      20
13:32:06 stats
13:32:06 CPU   In    Out   Uptime  Users   FPS    Players
         39.58 58041.77 161723.06    1933    59  255.65      20
13:32:06 stats
13:32:06 CPU   In    Out   Uptime  Users   FPS    Players
         39.58 57444.32 162604.14    1933    59  239.37      20
13:32:07 stats
13:32:07 CPU   In    Out   Uptime  Users   FPS    Players
         39.58 56951.01 161685.17    1933    59  255.76      20
13:32:07 stats
13:32:07 CPU   In    Out   Uptime  Users   FPS    Players
         39.58 56952.00 161184.77    1933    59  255.25      20
13:32:07 stats
13:32:07 CPU   In    Out   Uptime  Users   FPS    Players
         39.84 57460.36 160224.23    1933    59  252.76      20
13:32:07 stats
13:32:07 CPU   In    Out   Uptime  Users   FPS    Players
         39.84 57806.02 159236.73    1933    59  255.69      20
13:32:08 stats
13:32:08 CPU   In    Out   Uptime  Users   FPS    Players
         39.84 58365.05 157156.52    1933    59  256.09      20
13:32:08 stats
13:32:08 CPU   In    Out   Uptime  Users   FPS    Players
         39.84 58614.92 155510.41    1933    59  239.58      20
13:32:08 stats
13:32:08 CPU   In    Out   Uptime  Users   FPS    Players
         40.00 59103.64 153955.58    1933    59  241.38      20
13:32:08 stats
13:32:08 CPU   In    Out   Uptime  Users   FPS    Players
         40.00 59064.62 152327.13    1933    59  255.35      20
13:32:08 stats
13:32:08 CPU   In    Out   Uptime  Users   FPS    Players
         40.00 59003.46 151928.53    1933    59  274.92      20
13:32:09 stats
13:32:09 CPU   In    Out   Uptime  Users   FPS    Players
         40.00 58424.30 150663.00    1933    59  257.83      20
13:32:09 stats
13:32:09 CPU   In    Out   Uptime  Users   FPS    Players
         40.00 57999.99 149843.64    1933    59  254.74      20
13:32:09 stats
13:32:09 CPU   In    Out   Uptime  Users   FPS    Players
         37.21 58016.77 145829.28    1933    59  260.66      20
13:32:09 stats
13:32:09 CPU   In    Out   Uptime  Users   FPS    Players
         37.21 58467.45 142087.34    1933    59  255.95      20
13:32:10 stats
13:32:10 CPU   In    Out   Uptime  Users   FPS    Players
         37.21 58735.30 137767.70    1933    59  258.06      20

The primary problem with doing this on an ad hoc basis is that the fps can
fluctuate significantly depending upon the map and at what point you are in
the round in CS:S. Its probably ok for the fps to drop a lot when the bomb
goes off and at round start, since nobody is trying to do all that much, but
anything else outside of freezetime, a crap server fps can be disastrous for
your players.

BTW, 18 months ago this exact same hardware would have been running a 40
Player 100 tickrate server with Mani and zBlock (zBlock may of not been out
18 months ago, its there only to illustrate my point) or whatever the hell
we wanted to run with relative ease, and a single SRCDS process per CPU
core. The same hardware that could support 160 player slots at 100 tick and
512fps constant, is now reduced to half that with 80 player slots at 66 tick
and 256fps constant. At one point there, it really was going to look like
Valve were going to get their way and be able say "see we told you that you
should only be running 33 tickrate servers" but thankfully things have not
got that bad yet.

Cheers
Whisper
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