Hi,

In all honesty, I've messed with the kernels for weeks and weeks in a row to 
come to the conclusion that the default Debian provided kernel works the best. 
I am pretty clueless about kernels it seems cause I never got any different 
results (and I've been following all the kernel discussions here over the 
years).

Cheers,
________________________________________
From: [email protected] 
[[email protected]] On Behalf Of Ulrich Block 
[[email protected]]
Sent: 30 June 2011 08:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] fps changes in the last patch

Are you using a kernel with preemtion or even real time patch or is your
preemtion set to "server"? How is the parameter kernel Hz set?

Am 30.06.2011 03:30, schrieb Saint K.:
> Hi,
>
> The CPU's are 2 Xeon E5410's, no SourceTV, however replay is enabled, just 
> official maps (vanilla servers).
>
> Cheers,
> ________________________________________
> From: [email protected] 
> [[email protected]] On Behalf Of Marco Padovan 
> [[email protected]]
> Sent: 29 June 2011 23:02
> To: [email protected]
> Subject: Re: [hlds_linux] fps changes in the last patch
>
> which kind CPU are we talking about?
>
> is the server running only the official maps? stv disabled (stv is still
> resource intensive)?
>
> Il 29/06/2011 16:43, Saint K. ha scritto:
>> This is really strange.
>>
>> Our servers show an increase, rather than a decrease in server load!
>>
>> Before F2P a full 24 slots TF2 server would take up around 80% of a single 
>> core, topping to 90% leaving still 10% free for those cases where it peaks 
>> extra high.
>>
>> Currently, after the F2P update, our servers show a 95-100% CPU load per 
>> single core on a server, with fps drops below 50 as result.
>>
>> Help. What happened here?!
>>
>> Saint K.
>> ________________________________________
>> From: [email protected] 
>> [[email protected]] On Behalf Of Никита Булаев 
>> [Nikita Bulaev] [[email protected]]
>> Sent: 28 June 2011 11:47
>> To: [email protected]
>> Subject: Re: [hlds_linux] fps changes in the last patch
>>
>> That is really good news! Thank you!
>>
>> I am really glad. I'm really thick and tired to play that "fps-game"
>> with clients and other hosters.
>>
>> 2011/6/28<[email protected]>:
>>> ------------------------------
>>>
>>> Message: 6
>>> Date: Tue, 28 Jun 2011 08:16:45 +0000
>>> From: Henry Goffin<[email protected]>
>>> To: "[email protected]"
>>>         <[email protected]>
>>> Subject: [hlds_linux] fps changes in the last patch
>>> Message-ID:<[email protected]>
>>> Content-Type: text/plain; charset="us-ascii"
>>>
>>> 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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