I'm seeing some dropping of CPU usage, but it also depends a lot from the map that is on the server and how many players does one server carry. Also bandwidth usage has dropped.

-ics

28.6.2011 13:19, Kyle Sanderson kirjoitti:
Henry,

Thanks for addressing this! Just out of curiosity, what kind of
optimizations are we talking about? Some binaries from my
understanding are not even compiled with SSE optimizations. Also, are
there any plans for threading?

Thanks,
Kyle.

On Tue, Jun 28, 2011 at 2:04 AM, Jesse Molina<[email protected]>  wrote:
Than you for the informative communication.  It is very helpful to
understand both the technical internals of the software that we work with,
but also the intent, concepts, and design.

And, yes, performance optimization would be greatly appreciated.  Good luck
with that!



Henry Goffin 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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