In general, it's best to host around 1 server instance per CPU available. Of course leaving 1 CPU instance for system processes. So if you have for example 8 CPU cores to work with, your theoretical max should be around 7 game server instances before you're technically "oversubscribing" it (assuming you're following the guidelines I've suggested).
It's giving a ton of room for each server to grow into, but in the end this is probably the simplest way to guarantee server stability on the hardware front. Network stability should be something handled by your service provider. On Tue, Oct 20, 2015 at 6:52 PM, qhrizz <[email protected]> wrote: > No, it is not neccesary to have a 3+GHz CPU to run 10slot 128 tick server > (speaking of relativly modern CPUs). Im running 10 slot aim server on a > [email protected] and it is within the boundaries of 128 tick values. Of couse > higher cpu freq is to favor and will most likely improve hitreg... > > However im not 100% sure about how srcds handles 2+ instances on the same > host. I´ve only tried 2 instances on the same host. > > OP: try lowering the servercount per host and see where the limit goes. You > could test with bots and use sm_cvar sv_stressbots 1 to put some load on > the > server. > > > > -- > View this message in context: > http://csgo-servers.1073505.n5.nabble.com/linux-kernel-and-var-sv-tp10251p10472.html > Sent from the CSGO_Servers mailing list archive at Nabble.com. > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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