Well, thus far I've noticed no change in performance at all. I'm
assuming this is unique to me? As far as I know (from testing and
other people verifying), FPS metrics only hold true to CPU usage on
Windows. On Linux, FPS has absolutely no effect on CPU usage.

Considering this was only sent to hlds_linux, I certainly hope I'm wrong.
Kyle.

On Tue, Jun 28, 2011 at 7:55 AM, ics <[email protected]> wrote:
> 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.
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>> --
>>> # Jesse Molina
>>> # Mail = [email protected]
>>> # Page = [email protected]
>>> # Cell = 1.602.323.7608
>>> # Web  = http://www.opendreams.net/jesse/
>>>
>>>
>>>
>>> _______________________________________________
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
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>
>
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