Nice, didn't know about atop, thanks!

On Fri, Nov 28, 2008 at 1:35 AM, Ferenc Kovacs <[EMAIL PROTECTED]> wrote:

> On Wed, Nov 26, 2008 at 11:09 PM, Milton Ngan <[EMAIL PROTECTED]
> >wrote:
>
> > The CPU numbers are for a single dedicated server. There are definite CPU
> > spikes when the game initially starts and when large mobs get spawned. If
> > you watch the CPU usage over the course of an entire match you will get a
> > better idea of the spikes. I did this profiling using "top" in batch mode
> > sampling every second. It still isn't perfect, but it catches the spikes
> a
> > lot better than a 5 minute instantaneous sample or a 1 minute average.
> >
> > Versus doesn't change the CPU usage very much on the server side. The
> > physics simulation workload is the same, the AI is less and the network
> is a
> > little more. It does change network bandwidth (about double) due to more
> > clients.
> >
> > M.
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED] [mailto:
> > [EMAIL PROTECTED] On Behalf Of ics
> > Sent: Wednesday, November 26, 2008 1:18 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] hlds_linux Digest, Vol 9, Issue 199
> >
> > This is single server instance? As a comparison (on full 4/4 server), we
> > saw around 15% average usage for Q6600 2,4GHz machine and at peak around
> > 24%, Q9550 2,83GHz only around 10%, peaked at 21% and dual core AMD
> > 4600+ 2,4GHz it is around 15%, peaked at 26%. I did not monitor for
> > long, only about 5 mins each time to time following cpu usage during the
> > tests i ran with them. Versus increases network traffic rapidly compared
> > to normal 4 player campaign so i would say that in versus cpu usage
> > would also be bigger.
> >
> > -ics
> >
> > Milton Ngan kirjoitti:
> > > 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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> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >
> > >
> > > _______________________________________________
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> > >
> > > _______________________________________________
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> > >
> >
> >
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> >
> atop is better.
> Tyrael
> _______________________________________________
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> please visit:
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>



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