Sure, the load average is not perfect, but it is the best indicator you have 
to detect an overloaded machine.

How about your 50-60 instance, how much load they produce?


> While load average is a useful guideline, it does not necessarily reflect 
> CPU usage in all cases (e.g lots of I/O bound processes waiting to run).
>
> Also it is an average over time (60 seconds). It can't tell you if within 
> the last 60 seconds that your CPU's were over saturated for a second while 
> a number of the games spiked due to simultaneous mob spawns because that 
> spike will get averaged out. The only way to see that is to sample more 
> frequently, which unfortunately puts more load on the system. Or as 
> someone else suggested, try playing on the servers to get an idea of the 
> servers responsiveness.
>
> The CPU usage of a L4D dedicated server will range from 15% of a 2.5GHz 
> core to 60%, and average around 22% based on my observations. The more 
> servers you run, the more likely you are to run into simultaneous spikes 
> and saturate your CPU. If I can gather enough data on the events that 
> cause spikes I am sure I can work a statistical model for calculating the 
> amount of CPU headroom you need.
>
> M.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Ronny 
> Schedel
> Sent: Wednesday, November 26, 2008 10:47 AM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199
>
>
> It depends on how many cores/CPUs you have. In the SMP world, you can run 
> 4
> processes at 4 cores at the same time without any problem. Your load 
> average
> is 4 or less, depending on how much load they consume.
>
> Optimum:
> load average <= cores * CPUs
>
> Overload:
> load average > cores * CPUs
>
> So, optimum for one Quad Core CPU is:
> load average <= 4 * 1
>
> This means not you can only run 4 L4D servers on one Quad Core, you have 
> to
> look how the load is, because the servers does not run all the time, they
> take some milliseconds sleep and other processes can run. Maybe you can 
> run
> 6 or 8.
>
>
>> Keep in mind that load average is an expression of queue depth.  Some
>> types
>> of servers can handle deep queues with no visible impact shown to the end
>> user.  Gameservers are not that kind of animal.  They require constant,
>> nearly instantaneous updates in both directions in order to have truly
>> smooth, seamless play.  In the past, any time I saw load average above 
>> one
>> I
>> saw an impact of some sort.
>>
>> A load average above 3 seems to manifest itself in L4D servers in some
>> unpredictable ways that can generally be ignored by most players.
>>
>> If you don't want to keep sending jarring notes that throw your players
>> off,
>> you really want to see your load average below 2.  This should be true
>> regardless of the number of CPUs that you have in your box.  Thus, my
>> comment in an earlier email about converting one of my public servers 
>> back
>> over to Steam group only.  Having 2 dedicated to just the Steam group 
>> will
>> still let people fill up the public servers first and use the two
>> semi-private ones as relief.
>>
>>
>> [snip]
>>
>>
>>>
>>> ------------------------------
>>>
>>> Message: 3
>>> Date: Wed, 26 Nov 2008 17:28:11 +0100
>>> From: "Ronny Schedel" <[EMAIL PROTECTED]>
>>> Subject: Re: [hlds_linux] -fork configuration tip
>>> To: "Half-Life dedicated Linux server mailing list"
>>>        <hlds_linux@list.valvesoftware.com>
>>> Message-ID: <[EMAIL PROTECTED]>
>>> Content-Type: text/plain; format=flowed; charset="iso-8859-1";
>>>        reply-type=original
>>>
>>>
>>> You have only 4 cores, with a load of 8 your server is overloaded. CPU
>>> usage
>>> does not matter these days, any new multicore CPU can handle Source
>>> servers.
>>> If you want lag free and smooth servers, your load average should not
>>> exceed
>>> your amount of cores.
>>>
>>>
>>> > Our load average goes up to about 8.  Given that we're running 12
>>> > instances
>>> > on a quad-core, this doesn't bother me, and certainly performance is
>>> > fine...
>>> > I've seen the blood spatter effect too,  but I don't think that's
>>> > specifically performance related, it's just a glitch ;)
>>> >
>>>
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>
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