There's not doubt in my mind that as Valve continues with each new iteration of the Soruce engine, we'll eventually see more and more mutli-threaded functionality built into it. This is actually a problem with almost all engines at the moment - they really do nto take advantage of all the horsepower that modern server hardware provides. We're running dual-quad cores across all of our boxes that host Source-based games, and they are rarely truly taxed. Hell, we're about to launch a 12-core beast for BF3, and I'd love to see what a truly mutli-threaded version of Source could do with that kind of hardware, but at the moment I think it would be wasted (but the future is bright, and I look forward to the day when Valve says "this version of Source will use as many cores as you can throw at it ;-)
On Wed, Oct 19, 2011 at 4:19 AM, Calvin Judy <[email protected]> wrote: > ** > I understand, somewhat. But source has the option to host up to 64 slots, > which is right at the top of the core on most boxes, if not pushing it. And > Garry's mod (I understand this is a CPU heavy game) pushes this limit all > the time. I really think rebuilding this part of the engine to work with > multiple core processors, would have a positive impact on servers. People > are always striving for more performance, whether they're tricked by 1000 > and 10000 fps servers, or just using standard high precision timers. If > valve were to update a setting like this, the standard "out-the-box" > performance would be enough to run multiple servers without your servers > getting bottlenecked, or your cores getting overloaded. > > I'm looking into some sort of automatic tool to switch affinities if the > process is noticed running on my machine. But with all the performance > changes lately, I figure looking into this, or at least updating portions of > it to exist with multiple cores would be for the best. > > ----- Original Message ----- > *From:* Henry Goffin <[email protected]> > *To:* Half-Life dedicated Win32 server mailing > list<[email protected]> > *Cc:* Half-Life dedicated Win32 server mailing > list<[email protected]> > *Sent:* Tuesday, October 18, 2011 11:08 PM > *Subject:* Re: [hlds] (FPS Related) Core limit, returns fps drop. > > 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]> 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]> 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 >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > ------------------------------ > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > >
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