At 08:49 PM 2/8/2009, A. Eijkhoudt wrote:
>Gary Stanley wrote:
> > - VAC2
> > - They don't do profiling
> > - Compiler bugs (see the thread about cpu usage + fPIC and clobbering
> > registers)
> > - Expensive locking
> > - Un-optimized loops (re: compiler bugs)
> > - Complex/long code paths that can be optimize down. (shorter code
> > usually runs a tad better)
>
>Well this is kind of what I meant to say: hopefully this will be fixed
>or improved upon in an upcoming version.

We have a better chance of Duke Nukem Forever being released. We've 
also been "begging"
for AMD64 server binaries (again?) (for re-release?) for AGES.

> > I know I will probably get flamed for this, but the newer COD games
> > can host huge slotcounts on a server and have very minimum CPU usage.
> > RAM gets eaten, but I'd rather have more RAM useage than CPU. It
> > doesn't take a super computer to host TF2/Source.
>
>Absolutely agree. It might not take a supercomputer to host SRCDS games,
>but RAM is always cheaper than CPU power.
>
>And FWIW: I'd rather see any game-engine require several less
>power-hungry threads across several cores/CPUs, than one very
>power-hungry thread on only one CPU. Adding more CPUs or RAM is easy in
>a virtualized environment, upgrading all CPUs is not...

Indeed.  


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