As a side note, I performed an experiment where I put two 24 player
quickplay servers up on a P4 with 2 gigs of RAM, and there was no
problems running it and the gameplay didn't have any noticeable
latency. So, food for thought.

2011/7/19 Björn Rohlén <[email protected]>:
> And in this case, one really CAN question why this is so. I remember when
> moving from Q3F/ETF (quake3/enemy territory based TeamFortress) to HL/SRC. I
> had 2x24 servers on ONE p4-3ghz and 4gb ram and while both pubs were full
> and packed with action, that ONE cpu would chew up ~85% cpu. Now, source is
> based on the old quake-sources (they call it quake 1.5 since they got them
> between ID did quake 1 and 2) and SURE, they've made all these nifty
> improvments, such as directx support and what not ON THE CLIENT, but the
> serverside seems to be from the RQ-era. There is NO justification for moving
> around a bunch of clients on the same .bsp-format, doing the same work with
> LESS entities compared to an hopelessly old infrastructure and eat 8 times
> the amount of resources.
>
> And getting worse with each release.
>
> -The G
>
> On Tue, Jul 19, 2011 at 11:54 PM, Kyle Sanderson <[email protected]>wrote:
>
>> We've all in the same boat. There's not much you can do without
>> Valve's assistance, no one seems interested in helping. Both Movement
>> and Registration have gone to hell since the EP1 -> OB swap. I'm
>> constantly getting stuck in walls, Hitboxes are not lining up with
>> models. We're running on a E3-1270 (3.4ghz) with Turbo enabled. We can
>> get around 50 players before things get pretty sketchy. Performance
>> wise we're just about evened up with EP1 (Which was running on a
>> Q9550).
>>
>> It's nice that it was ported to OB... It's absolute crap that the
>> useless cruft that existed in EP1 was ported to OB.
>> Kyle.
>>
>> On Tue, Jul 19, 2011 at 2:36 PM, Evaldas <[email protected]> wrote:
>> > X3220 is a 4 core CPU. First one of the quad core versions.
>> > OrangeBox utilize only one core, so basically you are using
>> > only 2.4GHz of all available. Try using the 100Hz kernel.
>> >
>> >  On Wed, 20 Jul 2011 00:27:07 +0300, Andres Pozos <[email protected]>
>> > wrote:
>> >
>> >> Hi:
>> >> Since the source engine migration to orangebox las year i noticed that
>> >> with each update the engine take more and more resources. A server with
>> more
>> >> than 20 slots take ALL resources availables.
>> >>
>> >> My server:
>> >> Intel(R) Xeon(R) CPU           X3220  @ 2.40GHz 8 cores
>> >> 8GB RAM
>> >>
>> >> Cpu(s): 90.4%us,  0.4%sy,  0.0%ni, 82.7%id,  1.3%wa,  0.0%hi,  0.2%si,
>> >>  0.0%st
>> >> Mem:   8146960k total,  8034680k used,   112280k free,   143980k buffers
>> >> Swap:  6258680k total,        0k used,  6258680k free,  3473732k cached
>> >>
>> >> Tried with Vanilla Centos 5,6, Debian 5 many different servers and all
>> >> have same problem. fps_max is limited to 70 but seems that isnt helping.
>> >>
>> >> Is just me or theres any way to fix cpu usage?
>> >>
>> >> Best regards
>> >>
>> >> _______________________________________________
>> >> To unsubscribe, edit your list preferences, or view the list archives,
>> >> please visit:
>> >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>> >
>> > --
>> >
>> >
>> > Evaldas,
>> > EVAgames community
>> > www.evagames.eu
>> >
>> > _______________________________________________
>> > 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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