mike, thanks for clearing that up!
@tadao amras, our C2D runs perfectly smooth with ~40 players at low CPU
usage.
Mike Dussault schrieb:
The packet queue threading was originally added because of a lame piece
of behavior in Windows where if you send > 6 UDP packets without giving
up a timeslice, Windows says "no" and forgets about your packets. So
Windows needed the thread. But Linux doesn't have that problem so it
didn't need the thread in the first place, plus the thread caused all
sorts of problems under Linux because we couldn't get Linux to give the
thread high enough priority to service the packets waiting in the queue
fast enough.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 3:17 PM
To: [email protected]
Subject: Re: [hlds_linux] srcds performance on core2duo
mike, thanks for the info.
is there any "threading" now for linux? or is there no benefit when
using dual/quad cores? is the "threaded-code" only temporarily disabled?
Mike Dussault schrieb:
net_queue isn't used on Linux anymore.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 2:43 PM
To: [email protected]
Subject: Re: [hlds_linux] srcds performance on core2duo
uh...i just ordered a new core2 duo root :| does someone knows which
net_queue* parameters make sense for this CPU?
tadao amras schrieb:
Hello,
I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers
are running the same linux distribution, same packages and same
kernel
with realtime-preempt patch. The gameserver is always cs:s, 20
players
and tickrate 100.
Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.
Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).
Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need >90% cpu.
Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?
I'll also try to get some cpu/player graphs ready.
Thanks for reading,
tadaoamras
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