We have low cpu usage now after yesterdays update, and all our servers
is running on linux - diffrent distros to.
And if Valve are going in the direction as Henry G. said, its ok with us !
Peter
Sweden
Kyle Sanderson skrev 2011-06-28 23:41:
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.
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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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