On Wed, Nov 26, 2008 at 11:09 PM, Milton Ngan <[EMAIL PROTECTED]>wrote:

> The CPU numbers are for a single dedicated server. There are definite CPU
> spikes when the game initially starts and when large mobs get spawned. If
> you watch the CPU usage over the course of an entire match you will get a
> better idea of the spikes. I did this profiling using "top" in batch mode
> sampling every second. It still isn't perfect, but it catches the spikes a
> lot better than a 5 minute instantaneous sample or a 1 minute average.
>
> Versus doesn't change the CPU usage very much on the server side. The
> physics simulation workload is the same, the AI is less and the network is a
> little more. It does change network bandwidth (about double) due to more
> clients.
>
> M.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of ics
> Sent: Wednesday, November 26, 2008 1:18 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199
>
> This is single server instance? As a comparison (on full 4/4 server), we
> saw around 15% average usage for Q6600 2,4GHz machine and at peak around
> 24%, Q9550 2,83GHz only around 10%, peaked at 21% and dual core AMD
> 4600+ 2,4GHz it is around 15%, peaked at 26%. I did not monitor for
> long, only about 5 mins each time to time following cpu usage during the
> tests i ran with them. Versus increases network traffic rapidly compared
> to normal 4 player campaign so i would say that in versus cpu usage
> would also be bigger.
>
> -ics
>
> Milton Ngan kirjoitti:
> > While load average is a useful guideline, it does not necessarily reflect
> CPU usage in all cases (e.g lots of I/O bound processes waiting to run).
> >
> > Also it is an average over time (60 seconds). It can't tell you if within
> the last 60 seconds that your CPU's were over saturated for a second while a
> number of the games spiked due to simultaneous mob spawns because that spike
> will get averaged out. The only way to see that is to sample more
> frequently, which unfortunately puts more load on the system. Or as someone
> else suggested, try playing on the servers to get an idea of the servers
> responsiveness.
> >
> > The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz
> core to 60%, and average around 22% based on my observations. The more
> servers you run, the more likely you are to run into simultaneous spikes and
> saturate your CPU. If I can gather enough data on the events that cause
> spikes I am sure I can work a statistical model for calculating the amount
> of CPU headroom you need.
> >
> > M.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Ronny Schedel
> > Sent: Wednesday, November 26, 2008 10:47 AM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199
> >
> >
> > It depends on how many cores/CPUs you have. In the SMP world, you can run
> 4
> > processes at 4 cores at the same time without any problem. Your load
> average
> > is 4 or less, depending on how much load they consume.
> >
> > Optimum:
> > load average <= cores * CPUs
> >
> > Overload:
> > load average > cores * CPUs
> >
> > So, optimum for one Quad Core CPU is:
> > load average <= 4 * 1
> >
> > This means not you can only run 4 L4D servers on one Quad Core, you have
> to
> > look how the load is, because the servers does not run all the time, they
> > take some milliseconds sleep and other processes can run. Maybe you can
> run
> > 6 or 8.
> >
> >
> >
> >> Keep in mind that load average is an expression of queue depth.  Some
> >> types
> >> of servers can handle deep queues with no visible impact shown to the
> end
> >> user.  Gameservers are not that kind of animal.  They require constant,
> >> nearly instantaneous updates in both directions in order to have truly
> >> smooth, seamless play.  In the past, any time I saw load average above
> one
> >> I
> >> saw an impact of some sort.
> >>
> >> A load average above 3 seems to manifest itself in L4D servers in some
> >> unpredictable ways that can generally be ignored by most players.
> >>
> >> If you don't want to keep sending jarring notes that throw your players
> >> off,
> >> you really want to see your load average below 2.  This should be true
> >> regardless of the number of CPUs that you have in your box.  Thus, my
> >> comment in an earlier email about converting one of my public servers
> back
> >> over to Steam group only.  Having 2 dedicated to just the Steam group
> will
> >> still let people fill up the public servers first and use the two
> >> semi-private ones as relief.
> >>
> >>
> >> [snip]
> >>
> >>
> >>
> >>> ------------------------------
> >>>
> >>> Message: 3
> >>> Date: Wed, 26 Nov 2008 17:28:11 +0100
> >>> From: "Ronny Schedel" <[EMAIL PROTECTED]>
> >>> Subject: Re: [hlds_linux] -fork configuration tip
> >>> To: "Half-Life dedicated Linux server mailing list"
> >>>        <[email protected]>
> >>> Message-ID: <[EMAIL PROTECTED]>
> >>> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
> >>>        reply-type=original
> >>>
> >>>
> >>> You have only 4 cores, with a load of 8 your server is overloaded. CPU
> >>> usage
> >>> does not matter these days, any new multicore CPU can handle Source
> >>> servers.
> >>> If you want lag free and smooth servers, your load average should not
> >>> exceed
> >>> your amount of cores.
> >>>
> >>>
> >>>
> >>>> Our load average goes up to about 8.  Given that we're running 12
> >>>> instances
> >>>> on a quad-core, this doesn't bother me, and certainly performance is
> >>>> fine...
> >>>> I've seen the blood spatter effect too,  but I don't think that's
> >>>> specifically performance related, it's just a glitch ;)
> >>>>
> >>>>
> >> _______________________________________________
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> >>
> >>
> >
> >
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>
>
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atop is better.
Tyrael
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