[hlds_linux] MvM and maxplayers 32

2012-08-15 Thread Fletcher Dunn
A note regarding 32-player servers and MvM:

An MvM server will require about as much CPU usage as a 32-player PvP server.  
However, the network utilization is significantly lower for obvious reasons.  
Whether the max number of internal player slots is 6, 24 or 32, I think 
you'll agree is really an internal technical detail that would not be this much 
of a focal point in the discussion, in a perfect world.  It is understandable 
but unfortunate that currently pricing models are based on this, because this 
number is equivalent to players in PvP.

Over time the smart server hosting company will bring their pricing structure 
in line with whatever the underlying resource utilization constraints really 
are, and whether CPU cycles or bandwidth are more scarce.  I think an MvM 
server will have performance characteristics somewhere between L4D and a 
32-player PvP server.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM and maxplayers 32

2012-08-15 Thread Benedict Glover

What are the chances of allowing a TF2 MvM server to start with more than 32 
players?


 From: fletch...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
 Date: Wed, 15 Aug 2012 15:55:49 +
 Subject: [hlds_linux] MvM and maxplayers 32
 
 A note regarding 32-player servers and MvM:
 
 An MvM server will require about as much CPU usage as a 32-player PvP server. 
  However, the network utilization is significantly lower for obvious reasons. 
  Whether the max number of internal player slots is 6, 24 or 32, I think 
 you'll agree is really an internal technical detail that would not be this 
 much of a focal point in the discussion, in a perfect world.  It is 
 understandable but unfortunate that currently pricing models are based on 
 this, because this number is equivalent to players in PvP.
 
 Over time the smart server hosting company will bring their pricing structure 
 in line with whatever the underlying resource utilization constraints really 
 are, and whether CPU cycles or bandwidth are more scarce.  I think an MvM 
 server will have performance characteristics somewhere between L4D and a 
 32-player PvP server.
 ___
 To unsubscribe, edit your list preferences, or view the list archives, please 
 visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
  
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM and maxplayers 32

2012-08-15 Thread Brian Simon
0% chance.

Technically you can start with any number of players though, assuming you
have a plugin that unlocks the maxplayer limit.

On Wed, Aug 15, 2012 at 12:07 PM, Benedict Glover neobened...@hotmail.co.uk
 wrote:


 What are the chances of allowing a TF2 MvM server to start with more than
 32 players?


  From: fletch...@valvesoftware.com
  To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
  Date: Wed, 15 Aug 2012 15:55:49 +
  Subject: [hlds_linux] MvM and maxplayers 32
 
  A note regarding 32-player servers and MvM:
 
  An MvM server will require about as much CPU usage as a 32-player PvP
 server.  However, the network utilization is significantly lower for
 obvious reasons.  Whether the max number of internal player slots is 6,
 24 or 32, I think you'll agree is really an internal technical detail that
 would not be this much of a focal point in the discussion, in a perfect
 world.  It is understandable but unfortunate that currently pricing models
 are based on this, because this number is equivalent to players in PvP.
 
  Over time the smart server hosting company will bring their pricing
 structure in line with whatever the underlying resource utilization
 constraints really are, and whether CPU cycles or bandwidth are more
 scarce.  I think an MvM server will have performance characteristics
 somewhere between L4D and a 32-player PvP server.
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM and maxplayers 32

2012-08-15 Thread John
If there will be a command-line option to force MvM to be disabled or 
force it to be enabled (something that can't be overridden later in a 
file), we can more easily adjust prices as necessary later on through 
the ordering system, by using a different price point with the MvM 
option checked on the form.


-John

On 8/15/2012 8:55 AM, Fletcher Dunn wrote:

A note regarding 32-player servers and MvM:

An MvM server will require about as much CPU usage as a 32-player PvP server.  However, the network 
utilization is significantly lower for obvious reasons.  Whether the max number of internal player 
slots is 6, 24 or 32, I think you'll agree is really an internal technical detail that 
would not be this much of a focal point in the discussion, in a perfect world.  It is 
understandable but unfortunate that currently pricing models are based on this, because this number 
is equivalent to players in PvP.

Over time the smart server hosting company will bring their pricing structure 
in line with whatever the underlying resource utilization constraints really 
are, and whether CPU cycles or bandwidth are more scarce.  I think an MvM 
server will have performance characteristics somewhere between L4D and a 
32-player PvP server.
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux



___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] MvM and maxplayers 32

2012-08-15 Thread dan

On 15/08/2012 16:55, Fletcher Dunn wrote:

A note regarding 32-player servers and MvM:

An MvM server will require about as much CPU usage as a 32-player PvP server.  However, the network 
utilization is significantly lower for obvious reasons.  Whether the max number of internal player 
slots is 6, 24 or 32, I think you'll agree is really an internal technical detail that 
would not be this much of a focal point in the discussion, in a perfect world.  It is 
understandable but unfortunate that currently pricing models are based on this, because this number 
is equivalent to players in PvP.


Well I don't know about the rest of the world but bandwidth requirements 
for TF2 is pretty immaterial here in the UK in terms of the cost.


I ran TF2 (and L4D and minecraft occasionally) on a VPS server for a while.

If you look at 99.999% of VPS sold they don't even mention what CPU you 
get (they tend to say what CPU their servers have instead)


They are sold by stating the bandwidth / disk space / ram you get.

My VPS had 1TB a month bandwidth limit on something like a 5mbps 
throttled connection. I never once got close to using that bandwidth 
running a TF2 server. I think I used about 6% max.
That's 1TB a month included in the £8 I was paying for the server. Which 
doesn't immediately suggest that it uses less bandwidth is going to 
matter much in terms of cost, does it?


Similarly, the 30gb disk space I got was mostly empty too. I had 3 or 4 
games installed and still had plenty. The ram I had, around 1gb, was 
more than enough to run a 24 slot TF2 server (Although it struggled to 
get more than a handful of minecraft players - and you gave him a TF2 
hat and offered him a job? :-) )


That leaves the one thing that a VPS struggles a bit with when running a 
TF2 server - CPU allocation and CPU usage.


Your move to fixed tic, 66 fps and so on helped a lot, but I could still 
tell my server was on a VPS, compared with other UK servers that I 
played on that were on dedicated servers.
Once the server filled and the var: figure on the net_graph started 
rising it felt a bit flaky. But it was reasonably playable. I think the 
way the cpu was allocated via the XenPV meant it worked out as a 1.2ghz 
processor.


However, there was no real option to pay more cash to get more CPU power 
and keep everything else the same. I couldn't pay for, say, a 2ghz 
processor. You'd have to pay 2 or 3x the monthly cost and have a ton 
more bandwidth / disk space and ram that you didn't use or need (and 
that I couldn't even use to run more game server instances, because 
you'd still only have enough CPU oomph to run one game instance) and the 
costs rose significantly.


Similarly for dedicated servers, firstly they all start OTT price wise, 
but if you want a decent CPU you pay for it. Bandwidth? Is not really a 
concern even at the cheapest options. if you're paying a lot in the USA 
for bandwidth, look in the car park at the hosting centre, if it's full 
of Mercedes, Porches and Ferraris, that's what you're actually paying for :)


Similarly, other options cost a lot more. Often for something that was 
overkill, except for getting a bit more CPU oomph.


Valve's French TF2 servers suffer from exactly the same issue - they 
don't have enough cpu power to run the game properly - in fact they are 
often worse than my VPS was at peak times.


So I think, whatever the perfect world is, the real world, at least part 
of it, isn't going to care that the network usage for MvM is less. If 
the CPU usage is as high or higher, and if server providers currently 
rely on being able to run n server instances on a particular server CPU, 
then that'll still be the sticking point as far as how much money they 
want to charge for a TF2 instance, whether you play 6 slot MvM or 32 
player PvP with it.


I won't really know, I bought a bike for the summer instead and stopped 
renting the server. As I've written at length here before, there are, 
the vast majority of the time, more than enough TF2 servers anyway and 
there's very little point having too many TF2 servers. So I'll play MvM 
on Valve's servers, happily knowing if I couldn't find a 12v12 pvp 
server, I can always rent a VPS and run my own. It's affordable and 
workable.


That doesn't seem to be the case yet with MvM, and it's not immediately 
obvious to me that uses less bandwidth is going to make much 
difference price-wise. Unless 3rd parties that sell TF2 servers have 
plenty of spare cpu power they've kept idle. If so, perhaps they'll 
offer a reasonably priced option for MvM. I guess we'll see (although 
that would obviously beg the question as to why they've charged so much 
extra for 24 or 32 slot pvp in the past? Bandwidth isn't a good answer)


At the moment my son's clan rents a 12 slot TF2 server for around 
£5/month, each of them throwing into the pot to share the costs 
(although I'd have said the VPS we had would have done 6v6 with no 
issues at all, the provider