We are using Linux-2.6.33.5-rt23-ub-100hz from http://www.ulrich-block.de on our 36xx quad xeon, and we dont have that problem.

Peter
Sweden

Saint K. skrev 2011-06-30 09:08:
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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