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

