Thanks Henry! Up late? Its 2am! :) (I shouldn't be talking) 

Sent from my iPhone 4

On Jun 28, 2011, at 1:16 AM, Henry Goffin <[email protected]> wrote:

> 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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