I agree that this is a strong possibility Re: the original thread. (My comments below were more directed at Darren.)

Peter, I found that performance with VMware was a bit spotty. Have you tried using a PV domain on Xen instead? That configuration should have a lower overhead. I would also recommend trying a 64-bit kernel instead of a 32-bit PAE, and a newer OS (CentOS 6, or even better Ubuntu/Debian). Two 24-slot TF2 servers and 5 L4D servers also could be a bit much for 3 virtual cores, depending on your CPU type (are you using Nehalem+? Older CPUs are much slower for virtualization), and your load average makes sense for having that many processes running.

-John

On 9/9/2011 12:22 PM, Brian Menges wrote:
I really think the fact remains that the guest dom he's running is a
bit overloaded; and running non-optimized settings.

Namely the I/O is probably killing you (with whatever writes it may be
achieving); Either run critical write portions in a RAM disk, optimize
your guest, or run in full hardware. You have other options, but
ultimately you're doing too much with one guest dom given the load
you've displayed.

~B



On Fri, Sep 9, 2011 at 12:19, John<lists.va...@nuclearfallout.net>  wrote:
We actually see very good performance here with optimized (using PV or HVM
w/stubdoms and GPLPV, with various kernel and configuration tweaks) Xen
setups, to within a small percentage of bare-metal. What hypervisor
technology and speeds of machines have you been testing with? Are you
allocating dedicated HT cores to each guest?

-John

On 9/9/2011 12:11 PM, Darren M wrote:
I've noticed on cPGS users' machines that VMs / VPS of all flavors
really struggle when it comes to running game servers well, even with a
VM given 100% of all the resources of the dedicated box (for testing.) I
strongly suggest to our users to save the VPS/VMs for mail or NS and let
the game boxes be dedicated. Nothing taxes hardware in quite the same
way that is also as prefectly monitored by so many people at the same
time as game servers ^_^

~darren


On Fri, 2011-09-09 at 14:41 -0400, Andrew Caron wrote:
Dont use a VM and with centos you need to build a custom kernel to have
the
fps stable on the servers. You have 3 cores, but your average load is 8,
that means there is always something in queue to the CPU. Which also
causes
lag, your going to need to reduce the amount of servers, or get a better
dedicated box.

On Fri, Sep 9, 2011 at 2:37 PM, Peter
Reinhold<peter_va...@reinhold.dk>wrote:

Hi all,

This question is not directly related to srcds, but may be more of a
Linux
question, but since there are a lot of experienced gameserver sysadms
here,
it seemed the logical place to ask. :)

First off, my setup, so that is in place

Running CentOS 5.6 in a ESXi VMWare, PAE kernel, three cores, 4GB RAM
(I'm
running a 1:1 on actual cores/virtual cores, so i'm not overextending
the
CPU)

Two 24 man TF2 servers, and 5 forked L4D servers on this VM, nothing
else.

On to the problem:
I've been hearing complaints from my players, and have experienced
myself,
small lag-stutters from time to time, where the entire server seems to
stutter for at second or two, and then just continue.  Pings stay
normal,
people aren't kicked or any such problems.

So, i've started debugging (mostly monitoring with dstat and htop), and
have found out something which I think is very strange, and may or may
not
be related to the issue at hand.

TD2 servers have been more or less full the entire time (22-24 players
at
all times of monitoring), L4D have had 1-2 forks populated as well.

Anyway, I am seeing load spikes, where load jumps from 1.5 to 3.5 in a
single second tick in dstat, but the strange thing, there are no other
metric that jumps at the same time, that could explain the large jump in
load (I'm monitoring CPU, Mem, diskIO and process count, and there are
no
odd jumps there, no)

Furthermore, this evening i'm seeing loads in the 8-9 range, but CPU
utilization (usr/idle/wait), memory use, disk IO is the same as it was
this
afternoon, and its more or less the same number of players online (Give
or
take 5-7 players), and servers are as playable as they always are.

Log files from dstat can be supplied, if anyone deems necessary.

Does anyone know if this is srcds related, or my system thats just wonky
(maybe reporting wrong load values?), or, possible know some metric that
contribute to load, that I haven't monitored yet?

Thanks in advance :)


/Peter

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