Hi all -

Free to Play brought a huge influx of new users to Team Fortress. To help 
server counts scale up to match the demand, we are reworking the dedicated 
server for performance. We want to improve player responsiveness as well as to 
reduce CPU usage so that hosts can run more servers per physical server.

Some of those changes addressing CPU usage went out last night. Server 
operators should see a big decrease in CPU load and can potentially run more 
instances per physical box now. However, a side effect that many of you have 
noticed is that server FPS has an effective cap of 500 instead of the previous 
1000, or possibly even lower than 500 depending on your Linux kernel HZ 
setting. This should not have a noticeable impact on gameplay as the tick rate 
is still locked (well, mostly locked) at 66 updates per second and the frames 
that are being dropped are "empty" frames that do not actually run a server 
tick.

We're going to address this further in another set of performance improvements. 
Sorry for the temporary confusion, but we wanted to get these CPU load 
reduction changes out quickly to help with the Free to Play user crush.

Longer term, we want to move away from FPS as a measure of performance and 
instead show actual load and responsiveness (jitter/latency) statistics. The 
difference between a tick and a frame is complicated, and fps_max sometimes 
affects performance in counter-intuitive ways. We would like to retire fps_max 
for servers and replace it with a more obvious server performance setting. 
We'll give you all a heads up before we do so.

Henry G. 
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