I'll also hope that they will implement multicore/multithreading..

But anyways, thumbs up for this, looking forward to more optimizations!

/Chris

Sent from my iPhone 4

Den 29/06/2011 kl. 03.06 skrev Gary Stanley <g...@velocity-servers.net>:

> At 04:16 AM 6/28/2011, Henry Goffin wrote:
>> Hi all -
>> 
>> Free to Play brought a huge influx of new users to Team Fortress. To help 
>> server counts scale up to match the demand, we are reworking the dedicated 
>> server for performance. We want to improve player responsiveness as well as 
>> to reduce CPU usage so that hosts can run more servers per physical server.
>> 
>> Some of those changes addressing CPU usage went out last night. Server 
>> operators should see a big decrease in CPU load and can potentially run more 
>> instances per physical box now. However, a side effect that many of you have 
>> noticed is that server FPS has an effective cap of 500 instead of the 
>> previous 1000, or possibly even lower than 500 depending on your Linux 
>> kernel HZ setting. This should not have a noticeable impact on gameplay as 
>> the tick rate is still locked (well, mostly locked) at 66 updates per second 
>> and the frames that are being dropped are "empty" frames that do not 
>> actually run a server tick.
> 
>> We're going to address this further in another set of performance 
>> improvements. Sorry for the temporary confusion, but we wanted to get these 
>> CPU load reduction changes out quickly to help with the Free to Play user 
>> crush.
> 
> How about some native 64bit binaries? Using shared objects clobbers the ebx 
> register on 32bit.
> 
>> Longer term, we want to move away from FPS as a measure of performance and 
>> instead show actual load and responsiveness (jitter/latency) statistics. The 
>> difference between a tick and a frame is complicated, and fps_max sometimes 
>> affects performance in counter-intuitive ways. We would like to retire 
>> fps_max for servers and replace it with a more obvious server performance 
>> setting. We'll give you all a heads up before we do so.
> 
> 
> Please also add bounds checking to the usleep call prevent fictitious values 
> from inflating the server's FPS, causing idiots to sell super high FPS that 
> does nothing. I have some code if you want to demonstrate this behavior.
> 
> 
> 
> <gary at summit-servers dot com | gary at DragonflyBSD dot org>
> http://leaf.dragonflybsd.org/~gary
> 
> 
> 
> 
> 
> 
> 
> 
> 
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