On 10/08/07, karumba <[EMAIL PROTECTED]> wrote:
> 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

Hello,

problem solved. The mainboard was completely broken. I ran some
benchmark tests and got results like i had a pentium 2 (or even
older).

p4: 431.6
xeon: 612.1
core2: 151.3

Thanks for helping,
tadaoamras

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