Just from the small scale testing we have seen, the resource requirements are 
similar. The memory foot print is about the same. CPU looks about the same. I 
am waiting for the demo to go out to get better data. 

M.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of David Parker
Sent: Wednesday, October 21, 2009 7:57 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 server requirements

Milton,

Do you happen to have any information about how the resource usage of L4D2 
compares to L4D?

    Thanks,
    Dave

----- Original Message -----
From: Milton Ngan <[email protected]>
Date: Wednesday, October 21, 2009 10:41 pm
Subject: Re: [hlds_linux] L4D2 server requirements
To: Half-Life dedicated Linux server mailing list 
<[email protected]>

> CPU shouldn't be much of an issue. Each game takes on average 10-
> 15% of a core. There are obviously spikes that go higher. 8 
> player games don't actually take much more CPU than a 1 player 
> game because the server is doing less AI work.
> 
> On these servers, I have between 200-300 people playing at a 
> time. This is very similar to the player numbers we see when 
> running TF servers, except we run far fewer TF instances on the 
> same hardware. 
> 
> Memory is still an important factor, because if you run out of 
> RAM, then you will swap and your games will hitch due to I/O 
> latency. 
> 
> M.
> ________________________________________
> From: [email protected] [hlds_linux-
> [email protected]] On Behalf Of Midnight 
> [[email protected]]sent: Wednesday, October 21, 2009 6:26 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] L4D2 server requirements
> 
> What I'm asking is not how many can you spawn in a given amount of
> memory, but how many can be actively running with players in them
> without lagging?  I find that I run out of CPU way before 
> memory since
> the game is a CPU hog.
> 
> Surely you can't run 50 servers with players in them all at the same
> time right?  So how many can you run at the same 
> time?  How much cpu
> does a full 8 player server use?
> 
> Thanks for your input.
> 
> 
> Milton Ngan wrote:
> > I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core 
> system. So if you only have one, then half that. That being 
> said, I need at least 10GB of RAM on Linux to achieve this.
> >
> > Under Windows, there is no forked mode, so each instance will 
> take up more memory resources. So I would estimate around 16GB 
> would be required to do the same thing. On a 4GB Windows 2003 
> system we were supporting around 13 instances quite happily.
> >
> > So depending on how much memory you have, it could be that 
> your limit is memory and not CPU.
> >
> > M.
> >
> > -----Original Message-----
> > From: [email protected] 
> [mailto:[email protected]] On Behalf Of 
> Midnight> Sent: Wednesday, October 21, 2009 5:19 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] L4D2 server requirements
> >
> > How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon
> > 1333MHz?  Seems that I can only run 3-4 per box without people
> > complaining about lag, that is less than 1 per core.  I 
> see each server
> > using around 25-35% CPU of a core and 6-9 of the whole 
> box.  I know this
> > is the linux list but I'm running Windows 2008, but I figure 
> it should
> > be basically the same.
> >
> >
> > Craig H wrote:
> >
> >> It'll probably take a little more processing power per fork, 
> I don't see it
> >> as being that substantial of an increase. I'd be amazed if it 
> is really
> >> worth noting.
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> >>
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