While SRCDS these days is somewhat multithreaded, it is best to keep HT OFF. The main process, the core one, if that goes to the HT core, it will not run as good (lags) as on regular core. Also when the main process peaks at 100% cpu, it's game over and lag spikes occur, even on regular core.

So if you have weak CPU, and you overload it thinking "i have 4 cores, i can run 50 slots 128tick CSGO", then you're out of luck because the main process will hit the 100% and the other cores do not help in that case. I'm not sure what is running on other processes but i assume particle system or physics calculation.

-ics

Daniel Barreiro kirjoitti:
Possibly. As far as I know, HT no longer causes problems with SRCDS, but I could be wrong.

If you want to play with some cvars:

host_speeds : 0 : , "launcher" : Show general system running times. host_thread_mode : 1 : , "launcher" : Run the host in threaded mode, (0 == off, 1 == if multicore, 2 == force) host_threaded_sound : 0 : , "launcher" : Run the sound on a thread (independent of mix) host_threaded_sound_simplethread : 0 : , "launcher" : Run the sound on a simple thread not a jobthread host_timer_report : cmd : : Spew CPU timer jitter for the last 128 frames in microseconds (dedicated only)



Most of these are hidden so you'll need to use sourcemod to change them. Not sure if the sound ones apply (doubt it) but they're there.

Some other cvars to play with:


net_queued_packet_thread : 1 : , "launcher" : Use a high priority thread to send queued packets out instead of sending them each frame. net_threaded_socket_burst_cap : 256 : : Max number of packets per burst beyond which threaded socket pump algorithm will start dropping packets. net_threaded_socket_recovery_rate : 6400 : : Number of packets per second that threaded socket pump algorithm allows from client. net_threaded_socket_recovery_time : 60 : : Number of seconds over which the threaded socket pump algorithm will fully recover client ratelimit. sv_threaded_init : 0 : , "sv", "launcher" :

threadpool_cycle_reserve : cmd : : Cycles threadpool reservation by powers of 2 threadpool_reserve : 0 : , "launcher" : Consume the specified number of threads in the thread pool
threadpool_run_tests                     : cmd      :            :

cl_clockdrift_max_ms : 150 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's. cl_clockdrift_max_ms_threadmode : 0 : , "cheat" : Maximum number of milliseconds the clock is allowed to drift before the client snaps its clock to the server's.



Most of these are tweaked and then hidden for a reason, so if you do adjust them expect instability/potential worse performance.

Here's a full list of server cvars + the hidden ones. I did my best to remove any plugin cvars but there may be a few I missed.
http://pastebin.com/mnj7GXUF

On Tue, Feb 17, 2015 at 4:05 PM, Ejziponken - <sza...@hotmail.com <mailto:sza...@hotmail.com>> wrote:

    And if the CSGO servers are using multithreading, should HT then
    be ON for best performance?

    ------------------------------------------------------------------------
    Date: Tue, 17 Feb 2015 16:01:26 -0500
    From: smelly.feet.you.h...@gmail.com
    <mailto:smelly.feet.you.h...@gmail.com>
    To: csgo_servers@list.valvesoftware.com
    <mailto:csgo_servers@list.valvesoftware.com>
    Subject: Re: [Csgo_servers] cpu usage


    What are the specs of the server? Graph isn't very helpful without
    the full details which are lost in another thread.

    On Tue, Feb 17, 2015 at 3:58 PM, Kevin C <s...@serveredirect.com
    <mailto:s...@serveredirect.com>> wrote:

        Starting a new thread because the other one got too big.

        To simplify this, here is a CPU usage graph for the #1 CS:GO
        server. 64 slot @ 64 tick:
        http://i.gflclan.com/Screenshot_02-17-15-15-57-08.png

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