Big thanks Valve. Bybye highfpsserverproviders :-)

2011/6/28 ics <[email protected]>:
> 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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>>>> please visit:
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>>>
>>> --
>>> # Jesse Molina
>>> # Mail = [email protected]
>>> # Page = [email protected]
>>> # Cell = 1.602.323.7608
>>> # Web  = http://www.opendreams.net/jesse/
>>>
>>>
>>>
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>>> please visit:
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>>>
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>
>
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-- 
Andre Mueller aka DeaD_EyE
sourceserver.info - german SourceServer-Community

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