" However, If I had been doing that while there were multiple games running, it 
would have lagged everybody out - if not disconnected them."
My situation: 16 cores/12GB RAM, RAID, FreeBSD. Running 5 CSS servers, 3 TF2B, 
Team Speak 3 and HLstatsX with huge database. Shutting down TF2Beta, updating - 
at this time I got many messages from my friends (That playing CSS and using 
TS3) "LAGSLAGSLAGS". So, really, SteamCMD make lags on any server, that was 
never happen with HLDSUpdateTool...

27.02.2013, 09:13, "Weasel" <[email protected]>:
> Anybody else seen this?
>
> I run multiple game servers on the same box - usually.
> I just happen to be building-out a new server.
> I have 8 cores, multiple gig's of RAM, etc - won't bore you with the details.
>
> I noticed a BIG difference in how HLDSUpdateTool behaves compared to SteamCMD 
> when updating the dedicated server installs on this new server.
>
> I happened to run an HLDSUpdateTool install for one Source game, at the same 
> time I happened to run a SteamCMD install for TF2 beta.
>
> As expected and normally experienced, while HLDSUpdateTool (steam binary) was 
> running doing that install, there was no particular high utilization of CPU.  
> It used about 4-5% of one core/hyper-thread.
>
> However, when the SteamCMD install kicked-off (which was just to freshen an 
> installation that I had already performed a few days before), I noticed that 
> it consumed ~100%(+) of one one core/hyper-thread!
>
> I also noticed some packet loss on the continuous ping I typically leave 
> running while doing this stuff.
>
> It didn't take long to run (being there was already an installation in 
> place).  However, If I had been doing that while there were multiple games 
> running, it would have lagged everybody out - if not disconnected them.
>
> I have never had any issues historically with HLDSUpdateTool doing that - 
> unless I was running a *BUNCH* of them simultaneously.
>
> Is there any way to "throttle" the utilization for SteamCMD?
>
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