Gary Stanley wrote:
> - VAC2
> - They don't do profiling
> - Compiler bugs (see the thread about cpu usage + fPIC and clobbering 
> registers)
> - Expensive locking
> - Un-optimized loops (re: compiler bugs)
> - Complex/long code paths that can be optimize down. (shorter code 
> usually runs a tad better)

Well this is kind of what I meant to say: hopefully this will be fixed 
or improved upon in an upcoming version.

> I know I will probably get flamed for this, but the newer COD games 
> can host huge slotcounts on a server and have very minimum CPU usage.
> RAM gets eaten, but I'd rather have more RAM useage than CPU. It 
> doesn't take a super computer to host TF2/Source.

Absolutely agree. It might not take a supercomputer to host SRCDS games, 
but RAM is always cheaper than CPU power.

And FWIW: I'd rather see any game-engine require several less 
power-hungry threads across several cores/CPUs, than one very 
power-hungry thread on only one CPU. Adding more CPUs or RAM is easy in 
a virtualized environment, upgrading all CPUs is not...

Flame on ;-)

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