Source was not originally written to take advantage of multiple cores for a 
single server instance. Over time, we have converted some parts of the engine 
to use additional threads/cores, but the majority of the engine can only use a 
single core at a time. That is unlikely to change for any of our currently 
released games, and the CPU usage of a single core will be the main factor for 
performance.

We have made improvements to performance in the past and we plan to continue 
making small improvements as we find them, but you should not expect to ever 
see a single CS:S or TF2 server use 100% of a quad-core system..

On Oct 18, 2011, at 7:53 PM, "Nomaan Ahmad" 
<[email protected]<mailto:[email protected]>> wrote:

I have this same issue too. It has always bugged me, I had to set affinity to 
each core manually by an application. And server lags once a srcds instance 
hits 25%...
Is there any solution to this problem?

On 18 October 2011 22:30, Calvin Judy 
<[email protected]<mailto:[email protected]>> wrote:
With all the fps changes and things going on I figured I'd bring up an issue, 
if you have a dual core/quad core/etc and you're running an srcds process, 
you're generally wasting anything over 1 core, unless you have some sort of 
application that spreads the affinities automatically. (note: I don't know if 
setting affinities for srcds even handles properly and increases it's ceiling.)

The srcds process is only allowed a maximum ceiling of 1 core, on my box once I 
hit 40 players on my Garry's mod server, the process is at it's top of that 
core, pushing 25%. Therefore it ends up getting automatically bottlenecked, 
once it uses that core you experience fps drops in-game to 10, which does 
effect gameplay. Why is this ceiling in place? Is there a way around it, does 
setting affinities per srcds process actually fix this issue, or is it still 
only reading 1 core max?

My WS2008 runs the process at a consistent 33.03 fps until that ceiling gets 
hit. The image below is the core with 27 users online currently, I've also 
included an "rcon stats" log so that you can see the current fps. And see how 
full that core is becoming as more users connect.

http://i54.tinypic.com/33az7sg.png

17:24:47 CPU    In (KB/s)  Out (KB/s)  Uptime  Map changes  FPS      Players  
Connects
         0.00   70.07      269.64      1003    0            33.03    27       86

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