Re: [hlds_linux] TF2 server multi-threaded support

2010-09-04 Thread Daniel Vogel
I think you've missed my point...


On 4 September 2010 03:18, Gary Stanley  wrote:
> At 08:40 AM 9/3/2010, Daniel Vogel wrote:
>>
>> The old games were fast because the developers knew that they have to
>> run on a 128 MHz turbo processor, so they've made it performant.
>> Nowadays with the fancy 3,66 GHz machines developers don't think about
>> the performance that much anymore. If they need a feature they just
>> put it in, which wasn't thinkable in the quake days.
>> I wish everyone would just have those 33 -> 66 turbo processors again
>> so developers had to think more again about the performance...
>
> Old games were faster because they were smaller. Sorry, but this is a fact.
> Small code usually always runs faster on the stack.
>
>
>
>
>
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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Gary Stanley

At 08:40 AM 9/3/2010, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...


Old games were faster because they were smaller. Sorry, but this is a 
fact. Small code usually always runs faster on the stack.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Gary Stanley

At 08:40 AM 9/3/2010, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...


Old games were faster because they were smaller. Sorry, but this is a 
fact. Small code usually always runs faster on the stack.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Nikolay Shopik

On 03.09.2010 16:40, Daniel Vogel wrote:

The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 ->  66 turbo processors again
so developers had to think more again about the performance...


It's kinda true because I still can't see what REAL difference in quake 
engine back then and current source engine in terms of performance. We 
still got Binary space partitioning maps, nothing like we got voxels or 
something like that for destructible maps.



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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-03 Thread Daniel Vogel
The old games were fast because the developers knew that they have to
run on a 128 MHz turbo processor, so they've made it performant.
Nowadays with the fancy 3,66 GHz machines developers don't think about
the performance that much anymore. If they need a feature they just
put it in, which wasn't thinkable in the quake days.
I wish everyone would just have those 33 -> 66 turbo processors again
so developers had to think more again about the performance...

On 3 September 2010 02:55, Gary Stanley  wrote:
> At 08:16 PM 9/2/2010, f7 f0rkz wrote:
>>
>> Kyle,
>>
>> Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
>> any faster.  The CPU manufacturers are creating low cpu speeds with high
>> threaded cores.  Its about time we get a better server suite if TF is
>> going
>> to be continually bloated like it is.
>>
>> -f0rkz
>
>
> From a design point of view, I think it will be difficult to implement
> multithreaded gameserver code that is fully threaded (dispatcher threads)
> without adding more complexity and expensive userland locking. I think
> inter-thread latency may be the reason for it not being fully implimented.
>
> Personally, the older games are far more superior in terms of 'performance'
> because they are
>
> - Lightweight
> - Small
> - Easy to maintain
>
> Look at quake 3. It's old, over 10 years. The engine is simple and efficient
> and doesn't involve alot of expensive operations inside. You can run about
> 20+ 64 player quake 3 servers on modern hardware and not even suck up a
> large amount of CPU.
>
>
>
>
>
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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Gary Stanley

At 08:16 PM 9/2/2010, f7 f0rkz wrote:

Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz



From a design point of view, I think it will be difficult to 
implement multithreaded gameserver code that is fully threaded 
(dispatcher threads) without adding more complexity and expensive 
userland locking. I think inter-thread latency may be the reason for 
it not being fully implimented.


Personally, the older games are far more superior in terms of 
'performance' because they are


- Lightweight
- Small
- Easy to maintain

Look at quake 3. It's old, over 10 years. The engine is simple and 
efficient and doesn't involve alot of expensive operations inside. 
You can run about 20+ 64 player quake 3 servers on modern hardware 
and not even suck up a large amount of CPU.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Gary Stanley

At 08:16 PM 9/2/2010, f7 f0rkz wrote:

Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz



From a design point of view, I think it will be difficult to 
implement multithreaded gameserver code that is fully threaded 
(dispatcher threads) without adding more complexity and expensive 
userland locking. I think inter-thread latency may be the reason for 
it not being fully implimented.


Personally, the older games are far more superior in terms of 
'performance' because they are


- Lightweight
- Small
- Easy to maintain

Look at quake 3. It's old, over 10 years. The engine is simple and 
efficient and doesn't involve alot of expensive operations inside. 
You can run about 20+ 64 player quake 3 servers on modern hardware 
and not even suck up a large amount of CPU.






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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
Kyle,

Couldn't agree with you more.  Its 2010 and CPU speeds aren't going to be
any faster.  The CPU manufacturers are creating low cpu speeds with high
threaded cores.  Its about time we get a better server suite if TF is going
to be continually bloated like it is.

-f0rkz

On Thu, Sep 2, 2010 at 8:01 PM, Kyle Sanderson  wrote:

> Try 64 man servers f0rkz, it is an absolute Nightmare.
>
> The situation has gotten exponentially worse since the OB swap for CS:S.
> That, and over the years I've watched the TF2 servers on the box draw more
> and more CPU. This would be a welcomed change provided a beta was rolled
> out. I've thrown a test server up for every CS:S beta to see where I've
> stood. This has saved me from days/hours of downtime figuring out why
> plugins no longer work, and I haven't seen a bad CS:S server update since
> this was implemented. There's always room for optimization, if we're forced
> to use  ld_preload or even MM:S plugins in an effort to combat excessive
> CPU
> usage... There is obviously lot that can be done that has not been already.
> What happened to the 64bit server binaries? They were rolled out for a
> while, then discontinued. Even if it would be *Valve Time*. I'm almost
> certain that everyone would love a heads up that at least something is in
> the works.
>
> Some might say that I'm a dreamer, but I'm not the only one.
> Kyle.
>
> On Thu, Sep 2, 2010 at 4:05 PM, f7 f0rkz  wrote:
>
> > I am bumping this thread.  This needs to happen.  The game is getting
> > bigger
> > and bigger and the engine hasn't shown for the growth.
> >
> > 32 man servers are running like shit even if you have a great server.
> >
> > -f0rkz
> >
> > On Tue, Jan 5, 2010 at 2:13 AM, 1nsane <1nsane...@gmail.com> wrote:
> >
> > > I thought they are working on LFD3? Or perhaps concept art for EP3.
> > > On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! <
> ad...@topnotchclan.com
> > > >wrote:
> > >
> > > > Perhaps in CS2 they will add all of this support or to whatever they
> > are
> > > > working on...
> > > >
> > > > On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma  >
> > > > wrote:
> > > >
> > > > > Yes, exactly. Multithreading or not, I'm not going to have spare
> CPU
> > > > > cycles.
> > > > > I'd rather any multithreading effort be instead directed to
> improving
> > > > > performance (Why does a 32 players server suck so much more than
> 24?
> > > Can
> > > > it
> > > > > be improved?).
> > > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
> Ook
> > > > > Sent: Monday, January 04, 2010 4:41 PM
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > > >
> > > > > That might work if some other process wasn't using the other cores.
> > If
> > > > all
> > > > > cores are maxed out, multithreading the code gains nothing. But if
> > one
> > > > > server is maxed and the others are not such that there are extra
> > cycles
> > > > on
> > > > > the other cores to spread around, you could get some improved
> > > performance
> > > > > for the maxed out server. It really depends on how many cores and
> how
> > > > many
> > > > > servers and what the expected load is for them.
> > > > >
> > > > > Or in other words, multithreading the code will help unless all
> cores
> > > are
> > > > > maxed out. And if you are running with all cores maxed out, you
> > > probably
> > > > > have some serious lag going on somewhere.
> > > > >
> > > > > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play
> > with.
> > > > > Multithreading it would give it another 2GHz to play with assuming
> no
> > > one
> > > > > else was eating up cpu cycles - in theory. In practice, a lot of
> the
> > > code
> > > > > probably couldn't be multithreaded, and just adding a second thread
> > > > doesn't
> > > > > always give you that much benefit. Wait a bit, the 8 core consumer
> > cpus
> > &g

Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Kyle Sanderson
Try 64 man servers f0rkz, it is an absolute Nightmare.

The situation has gotten exponentially worse since the OB swap for CS:S.
That, and over the years I've watched the TF2 servers on the box draw more
and more CPU. This would be a welcomed change provided a beta was rolled
out. I've thrown a test server up for every CS:S beta to see where I've
stood. This has saved me from days/hours of downtime figuring out why
plugins no longer work, and I haven't seen a bad CS:S server update since
this was implemented. There's always room for optimization, if we're forced
to use  ld_preload or even MM:S plugins in an effort to combat excessive CPU
usage... There is obviously lot that can be done that has not been already.
What happened to the 64bit server binaries? They were rolled out for a
while, then discontinued. Even if it would be *Valve Time*. I'm almost
certain that everyone would love a heads up that at least something is in
the works.

Some might say that I'm a dreamer, but I'm not the only one.
Kyle.

On Thu, Sep 2, 2010 at 4:05 PM, f7 f0rkz  wrote:

> I am bumping this thread.  This needs to happen.  The game is getting
> bigger
> and bigger and the engine hasn't shown for the growth.
>
> 32 man servers are running like shit even if you have a great server.
>
> -f0rkz
>
> On Tue, Jan 5, 2010 at 2:13 AM, 1nsane <1nsane...@gmail.com> wrote:
>
> > I thought they are working on LFD3? Or perhaps concept art for EP3.
> > On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName!  > >wrote:
> >
> > > Perhaps in CS2 they will add all of this support or to whatever they
> are
> > > working on...
> > >
> > > On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma 
> > > wrote:
> > >
> > > > Yes, exactly. Multithreading or not, I'm not going to have spare CPU
> > > > cycles.
> > > > I'd rather any multithreading effort be instead directed to improving
> > > > performance (Why does a 32 players server suck so much more than 24?
> > Can
> > > it
> > > > be improved?).
> > > >
> > > > -Original Message-----
> > > > From: hlds_linux-boun...@list.valvesoftware.com
> > > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > > Sent: Monday, January 04, 2010 4:41 PM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > >
> > > > That might work if some other process wasn't using the other cores.
> If
> > > all
> > > > cores are maxed out, multithreading the code gains nothing. But if
> one
> > > > server is maxed and the others are not such that there are extra
> cycles
> > > on
> > > > the other cores to spread around, you could get some improved
> > performance
> > > > for the maxed out server. It really depends on how many cores and how
> > > many
> > > > servers and what the expected load is for them.
> > > >
> > > > Or in other words, multithreading the code will help unless all cores
> > are
> > > > maxed out. And if you are running with all cores maxed out, you
> > probably
> > > > have some serious lag going on somewhere.
> > > >
> > > > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play
> with.
> > > > Multithreading it would give it another 2GHz to play with assuming no
> > one
> > > > else was eating up cpu cycles - in theory. In practice, a lot of the
> > code
> > > > probably couldn't be multithreaded, and just adding a second thread
> > > doesn't
> > > > always give you that much benefit. Wait a bit, the 8 core consumer
> cpus
> > > are
> > > > just around the corner. Then we can get some serious parallelism. It
> > > would
> > > > be nice to write code knowing you have a half dozen cores to play
> with
> > > :-)
> > > >
> > > >
> > > >
> > > > - Original Message -
> > > > From: "Shane Arnold" 
> > > > To: "Half-Life dedicated Linux server mailing list"
> > > > 
> > > > Sent: Monday, January 04, 2010 4:07 PM
> > > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > >
> > > >
> > > > > But it's at capacity on one core.
> > > > >
> > > > > The process chews clocks, so if you had a Dual Core 2Ghz it's
> &g

Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread Steven Hartland

If you disable multithreading then runs just fine, its the multithreading
that currently causes the cpu issue.

   Regards
   Steve

- Original Message - 
From: "f7 f0rkz" 

To: "Half-Life dedicated Linux server mailing list" 

Sent: Friday, September 03, 2010 12:05 AM
Subject: Re: [hlds_linux] TF2 server multi-threaded support



I am bumping this thread.  This needs to happen.  The game is getting bigger
and bigger and the engine hasn't shown for the growth.

32 man servers are running like shit even if you have a great server.




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Re: [hlds_linux] TF2 server multi-threaded support

2010-09-02 Thread f7 f0rkz
I am bumping this thread.  This needs to happen.  The game is getting bigger
and bigger and the engine hasn't shown for the growth.

32 man servers are running like shit even if you have a great server.

-f0rkz

On Tue, Jan 5, 2010 at 2:13 AM, 1nsane <1nsane...@gmail.com> wrote:

> I thought they are working on LFD3? Or perhaps concept art for EP3.
> On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName!  >wrote:
>
> > Perhaps in CS2 they will add all of this support or to whatever they are
> > working on...
> >
> > On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma 
> > wrote:
> >
> > > Yes, exactly. Multithreading or not, I'm not going to have spare CPU
> > > cycles.
> > > I'd rather any multithreading effort be instead directed to improving
> > > performance (Why does a 32 players server suck so much more than 24?
> Can
> > it
> > > be improved?).
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com
> > > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > Sent: Monday, January 04, 2010 4:41 PM
> > > To: Half-Life dedicated Linux server mailing list
> > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > >
> > > That might work if some other process wasn't using the other cores. If
> > all
> > > cores are maxed out, multithreading the code gains nothing. But if one
> > > server is maxed and the others are not such that there are extra cycles
> > on
> > > the other cores to spread around, you could get some improved
> performance
> > > for the maxed out server. It really depends on how many cores and how
> > many
> > > servers and what the expected load is for them.
> > >
> > > Or in other words, multithreading the code will help unless all cores
> are
> > > maxed out. And if you are running with all cores maxed out, you
> probably
> > > have some serious lag going on somewhere.
> > >
> > > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with.
> > > Multithreading it would give it another 2GHz to play with assuming no
> one
> > > else was eating up cpu cycles - in theory. In practice, a lot of the
> code
> > > probably couldn't be multithreaded, and just adding a second thread
> > doesn't
> > > always give you that much benefit. Wait a bit, the 8 core consumer cpus
> > are
> > > just around the corner. Then we can get some serious parallelism. It
> > would
> > > be nice to write code knowing you have a half dozen cores to play with
> > :-)
> > >
> > >
> > >
> > > - Original Message -
> > > From: "Shane Arnold" 
> > > To: "Half-Life dedicated Linux server mailing list"
> > > 
> > > Sent: Monday, January 04, 2010 4:07 PM
> > > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > >
> > >
> > > > But it's at capacity on one core.
> > > >
> > > > The process chews clocks, so if you had a Dual Core 2Ghz it's
> currently
> > > > only got 1000Mhz of clock to play with, whereas if it were
> > multithreaded
> > > > it could spread the load over both cores, meaning it now has 2000Mhz
> to
> > > > play with and can manage it's load much better than just thrashing
> the
> > > > one core.
> > > >
> > > > On 5/01/2010 7:55 AM, Tony Paloma wrote:
> > > >> It's not like saying I don't want a 2000MHz CPU because I'm not
> > gaining
> > > >> any
> > > >> CPU power out of threading. It's just spreading the workload around.
> > > >>
> > > >> My point was, right now my CPU is at capacity and adding threading
> > into
> > > >> the
> > > >> mix will not help.
> > > >>
> > > >> -Original Message-
> > > >> From: hlds_linux-boun...@list.valvesoftware.com
> > > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > > >> Sent: Monday, January 04, 2010 3:31 PM
> > > >> To: Half-Life dedicated Linux server mailing list
> > > >> Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > > >>
> > > >> If multi-threaded code takes 100% of two cores, then it probably
> lags
> > > bad
> > > >> with just one core. It's like saying I 

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread 1nsane
I thought they are working on LFD3? Or perhaps concept art for EP3.
On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! wrote:

> Perhaps in CS2 they will add all of this support or to whatever they are
> working on...
>
> On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma 
> wrote:
>
> > Yes, exactly. Multithreading or not, I'm not going to have spare CPU
> > cycles.
> > I'd rather any multithreading effort be instead directed to improving
> > performance (Why does a 32 players server suck so much more than 24? Can
> it
> > be improved?).
> >
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > Sent: Monday, January 04, 2010 4:41 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> >
> > That might work if some other process wasn't using the other cores. If
> all
> > cores are maxed out, multithreading the code gains nothing. But if one
> > server is maxed and the others are not such that there are extra cycles
> on
> > the other cores to spread around, you could get some improved performance
> > for the maxed out server. It really depends on how many cores and how
> many
> > servers and what the expected load is for them.
> >
> > Or in other words, multithreading the code will help unless all cores are
> > maxed out. And if you are running with all cores maxed out, you probably
> > have some serious lag going on somewhere.
> >
> > PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with.
> > Multithreading it would give it another 2GHz to play with assuming no one
> > else was eating up cpu cycles - in theory. In practice, a lot of the code
> > probably couldn't be multithreaded, and just adding a second thread
> doesn't
> > always give you that much benefit. Wait a bit, the 8 core consumer cpus
> are
> > just around the corner. Then we can get some serious parallelism. It
> would
> > be nice to write code knowing you have a half dozen cores to play with
> :-)
> >
> >
> >
> > - Original Message -
> > From: "Shane Arnold" 
> > To: "Half-Life dedicated Linux server mailing list"
> > 
> > Sent: Monday, January 04, 2010 4:07 PM
> > Subject: Re: [hlds_linux] TF2 server multi-threaded support
> >
> >
> > > But it's at capacity on one core.
> > >
> > > The process chews clocks, so if you had a Dual Core 2Ghz it's currently
> > > only got 1000Mhz of clock to play with, whereas if it were
> multithreaded
> > > it could spread the load over both cores, meaning it now has 2000Mhz to
> > > play with and can manage it's load much better than just thrashing the
> > > one core.
> > >
> > > On 5/01/2010 7:55 AM, Tony Paloma wrote:
> > >> It's not like saying I don't want a 2000MHz CPU because I'm not
> gaining
> > >> any
> > >> CPU power out of threading. It's just spreading the workload around.
> > >>
> > >> My point was, right now my CPU is at capacity and adding threading
> into
> > >> the
> > >> mix will not help.
> > >>
> > >> -Original Message-
> > >> From: hlds_linux-boun...@list.valvesoftware.com
> > >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> > >> Sent: Monday, January 04, 2010 3:31 PM
> > >> To: Half-Life dedicated Linux server mailing list
> > >> Subject: Re: [hlds_linux] TF2 server multi-threaded support
> > >>
> > >> If multi-threaded code takes 100% of two cores, then it probably lags
> > bad
> > >> with just one core. It's like saying I don't want a 2000 MHz cpu
> because
> > >> it
> > >> already takes 100% of  my 1000MHz cpu...
> > >>
> > >> If you have a multi-core system, then you should set affinity to a
> > single
> > >> core so the app doesn't get swapped from core to core. If we actually
> > had
> > >> multi-threaded code, we could do the same thing - decide for ourselves
> > >> how
> > >> many cores it uses.
> > >>
> > >> I vote for 64 bit multi-threaded code. And I'm going to wait for the
> > >> easter
> > >> bunny to bring it because that is likely to be the only way we will
> get
> > >> it...
> > >>

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread DontWannaName!
Perhaps in CS2 they will add all of this support or to whatever they are
working on...

On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma  wrote:

> Yes, exactly. Multithreading or not, I'm not going to have spare CPU
> cycles.
> I'd rather any multithreading effort be instead directed to improving
> performance (Why does a 32 players server suck so much more than 24? Can it
> be improved?).
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> Sent: Monday, January 04, 2010 4:41 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
> That might work if some other process wasn't using the other cores. If all
> cores are maxed out, multithreading the code gains nothing. But if one
> server is maxed and the others are not such that there are extra cycles on
> the other cores to spread around, you could get some improved performance
> for the maxed out server. It really depends on how many cores and how many
> servers and what the expected load is for them.
>
> Or in other words, multithreading the code will help unless all cores are
> maxed out. And if you are running with all cores maxed out, you probably
> have some serious lag going on somewhere.
>
> PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with.
> Multithreading it would give it another 2GHz to play with assuming no one
> else was eating up cpu cycles - in theory. In practice, a lot of the code
> probably couldn't be multithreaded, and just adding a second thread doesn't
> always give you that much benefit. Wait a bit, the 8 core consumer cpus are
> just around the corner. Then we can get some serious parallelism. It would
> be nice to write code knowing you have a half dozen cores to play with :-)
>
>
>
> - Original Message -
> From: "Shane Arnold" 
> To: "Half-Life dedicated Linux server mailing list"
> 
> Sent: Monday, January 04, 2010 4:07 PM
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
>
> > But it's at capacity on one core.
> >
> > The process chews clocks, so if you had a Dual Core 2Ghz it's currently
> > only got 1000Mhz of clock to play with, whereas if it were multithreaded
> > it could spread the load over both cores, meaning it now has 2000Mhz to
> > play with and can manage it's load much better than just thrashing the
> > one core.
> >
> > On 5/01/2010 7:55 AM, Tony Paloma wrote:
> >> It's not like saying I don't want a 2000MHz CPU because I'm not gaining
> >> any
> >> CPU power out of threading. It's just spreading the workload around.
> >>
> >> My point was, right now my CPU is at capacity and adding threading into
> >> the
> >> mix will not help.
> >>
> >> -Original Message-
> >> From: hlds_linux-boun...@list.valvesoftware.com
> >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> >> Sent: Monday, January 04, 2010 3:31 PM
> >> To: Half-Life dedicated Linux server mailing list
> >> Subject: Re: [hlds_linux] TF2 server multi-threaded support
> >>
> >> If multi-threaded code takes 100% of two cores, then it probably lags
> bad
> >> with just one core. It's like saying I don't want a 2000 MHz cpu because
> >> it
> >> already takes 100% of  my 1000MHz cpu...
> >>
> >> If you have a multi-core system, then you should set affinity to a
> single
> >> core so the app doesn't get swapped from core to core. If we actually
> had
> >> multi-threaded code, we could do the same thing - decide for ourselves
> >> how
> >> many cores it uses.
> >>
> >> I vote for 64 bit multi-threaded code. And I'm going to wait for the
> >> easter
> >> bunny to bring it because that is likely to be the only way we will get
> >> it...
> >>
> >>
> >> - Original Message -
> >> From: "Tony Paloma"
> >> To: "'Half-Life dedicated Linux server mailing list'"
> >> 
> >> Sent: Monday, January 04, 2010 2:56 PM
> >> Subject: Re: [hlds_linux] TF2 server multi-threaded support
> >>
> >>
> >>
> >>> I'm not a fan of adding multi-threading to TF2 servers only because
> with
> >>> 32
> >>> players it's already taking 100% CPU of one core -- I don't need it
> >>> taking
> >>> 10

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Tony Paloma
Yes, exactly. Multithreading or not, I'm not going to have spare CPU cycles.
I'd rather any multithreading effort be instead directed to improving
performance (Why does a 32 players server suck so much more than 24? Can it
be improved?).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, January 04, 2010 4:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support

That might work if some other process wasn't using the other cores. If all 
cores are maxed out, multithreading the code gains nothing. But if one 
server is maxed and the others are not such that there are extra cycles on 
the other cores to spread around, you could get some improved performance 
for the maxed out server. It really depends on how many cores and how many 
servers and what the expected load is for them.

Or in other words, multithreading the code will help unless all cores are 
maxed out. And if you are running with all cores maxed out, you probably 
have some serious lag going on somewhere.

PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with. 
Multithreading it would give it another 2GHz to play with assuming no one 
else was eating up cpu cycles - in theory. In practice, a lot of the code 
probably couldn't be multithreaded, and just adding a second thread doesn't 
always give you that much benefit. Wait a bit, the 8 core consumer cpus are 
just around the corner. Then we can get some serious parallelism. It would 
be nice to write code knowing you have a half dozen cores to play with :-)



- Original Message - 
From: "Shane Arnold" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Monday, January 04, 2010 4:07 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support


> But it's at capacity on one core.
>
> The process chews clocks, so if you had a Dual Core 2Ghz it's currently
> only got 1000Mhz of clock to play with, whereas if it were multithreaded
> it could spread the load over both cores, meaning it now has 2000Mhz to
> play with and can manage it's load much better than just thrashing the
> one core.
>
> On 5/01/2010 7:55 AM, Tony Paloma wrote:
>> It's not like saying I don't want a 2000MHz CPU because I'm not gaining 
>> any
>> CPU power out of threading. It's just spreading the workload around.
>>
>> My point was, right now my CPU is at capacity and adding threading into 
>> the
>> mix will not help.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
>> Sent: Monday, January 04, 2010 3:31 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>
>> If multi-threaded code takes 100% of two cores, then it probably lags bad
>> with just one core. It's like saying I don't want a 2000 MHz cpu because 
>> it
>> already takes 100% of  my 1000MHz cpu...
>>
>> If you have a multi-core system, then you should set affinity to a single
>> core so the app doesn't get swapped from core to core. If we actually had
>> multi-threaded code, we could do the same thing - decide for ourselves 
>> how
>> many cores it uses.
>>
>> I vote for 64 bit multi-threaded code. And I'm going to wait for the 
>> easter
>> bunny to bring it because that is likely to be the only way we will get
>> it...
>>
>>
>> - Original Message -
>> From: "Tony Paloma"
>> To: "'Half-Life dedicated Linux server mailing list'"
>> 
>> Sent: Monday, January 04, 2010 2:56 PM
>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>
>>
>>
>>> I'm not a fan of adding multi-threading to TF2 servers only because with
>>> 32
>>> players it's already taking 100% CPU of one core -- I don't need it 
>>> taking
>>> 100% of two.
>>>
>>> "Oh! Just set processor affinity!" you might say. Ya, now the threading
>>> support would still only be hurting things, not helping (added overhead,
>>> starved threads, etc.).
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin
>>> Zey
>>> Sent: Monday, January 04, 2010 2:47 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] TF2 server

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Ook
That might work if some other process wasn't using the other cores. If all 
cores are maxed out, multithreading the code gains nothing. But if one 
server is maxed and the others are not such that there are extra cycles on 
the other cores to spread around, you could get some improved performance 
for the maxed out server. It really depends on how many cores and how many 
servers and what the expected load is for them.

Or in other words, multithreading the code will help unless all cores are 
maxed out. And if you are running with all cores maxed out, you probably 
have some serious lag going on somewhere.

PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with. 
Multithreading it would give it another 2GHz to play with assuming no one 
else was eating up cpu cycles - in theory. In practice, a lot of the code 
probably couldn't be multithreaded, and just adding a second thread doesn't 
always give you that much benefit. Wait a bit, the 8 core consumer cpus are 
just around the corner. Then we can get some serious parallelism. It would 
be nice to write code knowing you have a half dozen cores to play with :-)



- Original Message - 
From: "Shane Arnold" 
To: "Half-Life dedicated Linux server mailing list" 

Sent: Monday, January 04, 2010 4:07 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support


> But it's at capacity on one core.
>
> The process chews clocks, so if you had a Dual Core 2Ghz it's currently
> only got 1000Mhz of clock to play with, whereas if it were multithreaded
> it could spread the load over both cores, meaning it now has 2000Mhz to
> play with and can manage it's load much better than just thrashing the
> one core.
>
> On 5/01/2010 7:55 AM, Tony Paloma wrote:
>> It's not like saying I don't want a 2000MHz CPU because I'm not gaining 
>> any
>> CPU power out of threading. It's just spreading the workload around.
>>
>> My point was, right now my CPU is at capacity and adding threading into 
>> the
>> mix will not help.
>>
>> -Original Message-
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
>> Sent: Monday, January 04, 2010 3:31 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>
>> If multi-threaded code takes 100% of two cores, then it probably lags bad
>> with just one core. It's like saying I don't want a 2000 MHz cpu because 
>> it
>> already takes 100% of  my 1000MHz cpu...
>>
>> If you have a multi-core system, then you should set affinity to a single
>> core so the app doesn't get swapped from core to core. If we actually had
>> multi-threaded code, we could do the same thing - decide for ourselves 
>> how
>> many cores it uses.
>>
>> I vote for 64 bit multi-threaded code. And I'm going to wait for the 
>> easter
>> bunny to bring it because that is likely to be the only way we will get
>> it...
>>
>>
>> - Original Message -
>> From: "Tony Paloma"
>> To: "'Half-Life dedicated Linux server mailing list'"
>> 
>> Sent: Monday, January 04, 2010 2:56 PM
>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>
>>
>>
>>> I'm not a fan of adding multi-threading to TF2 servers only because with
>>> 32
>>> players it's already taking 100% CPU of one core -- I don't need it 
>>> taking
>>> 100% of two.
>>>
>>> "Oh! Just set processor affinity!" you might say. Ya, now the threading
>>> support would still only be hurting things, not helping (added overhead,
>>> starved threads, etc.).
>>>
>>> -Original Message-
>>> From: hlds_linux-boun...@list.valvesoftware.com
>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin
>>> Zey
>>> Sent: Monday, January 04, 2010 2:47 PM
>>> To: Half-Life dedicated Linux server mailing list
>>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>>
>>> Lets add: 64-bit support, better instruction set utilization, better
>>> optimization, and free candy to the wishlist. Until valve actually
>>> commits people to this its probably not happening soon
>>>
>>> - Neph
>>>
>>> On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
>>>
>>>> I too would like to know this information, the list has gotten quite...
>>>>
>>> dry
>>>
>>>> for the 

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Shane Arnold
But it's at capacity on one core.

The process chews clocks, so if you had a Dual Core 2Ghz it's currently 
only got 1000Mhz of clock to play with, whereas if it were multithreaded 
it could spread the load over both cores, meaning it now has 2000Mhz to 
play with and can manage it's load much better than just thrashing the 
one core.

On 5/01/2010 7:55 AM, Tony Paloma wrote:
> It's not like saying I don't want a 2000MHz CPU because I'm not gaining any
> CPU power out of threading. It's just spreading the workload around.
>
> My point was, right now my CPU is at capacity and adding threading into the
> mix will not help.
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
> Sent: Monday, January 04, 2010 3:31 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
> If multi-threaded code takes 100% of two cores, then it probably lags bad
> with just one core. It's like saying I don't want a 2000 MHz cpu because it
> already takes 100% of  my 1000MHz cpu...
>
> If you have a multi-core system, then you should set affinity to a single
> core so the app doesn't get swapped from core to core. If we actually had
> multi-threaded code, we could do the same thing - decide for ourselves how
> many cores it uses.
>
> I vote for 64 bit multi-threaded code. And I'm going to wait for the easter
> bunny to bring it because that is likely to be the only way we will get
> it...
>
>
> - Original Message -----
> From: "Tony Paloma"
> To: "'Half-Life dedicated Linux server mailing list'"
> 
> Sent: Monday, January 04, 2010 2:56 PM
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
>
>
>> I'm not a fan of adding multi-threading to TF2 servers only because with
>> 32
>> players it's already taking 100% CPU of one core -- I don't need it taking
>> 100% of two.
>>
>> "Oh! Just set processor affinity!" you might say. Ya, now the threading
>> support would still only be hurting things, not helping (added overhead,
>> starved threads, etc.).
>>
>> -Original Message-----
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin
>> Zey
>> Sent: Monday, January 04, 2010 2:47 PM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>>
>> Lets add: 64-bit support, better instruction set utilization, better
>> optimization, and free candy to the wishlist. Until valve actually
>> commits people to this its probably not happening soon
>>
>> - Neph
>>
>> On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
>>  
>>> I too would like to know this information, the list has gotten quite...
>>>
>> dry
>>  
>>> for the latest HLDS/SRCDS informaton, and or for update timelines.
>>>
>>> Kyle.
>>> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz   wrote:
>>>
>>>
>>>
>>>> I know that I have at least brought this to the list's attention once.
>>>>
>>>> Does anyone have any information on if/when TF2 will start utilizing
>>>> multi-threaded/multi-core processing? CPUs are going down in speed and
>>>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>>>> paying for it.
>>>>
>>>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>>>> without a problem.  We need this for TF2 as well...
>>>>
>>>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>>>> is working for now but that chokes us there.  It would be nice to be
>>>> able to run these spread out over the two cores.
>>>>
>>>> -f0rkz
>>>>
>>>>
>>>> ___
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>>
>>>>
>>>>  
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>
>> please visit:
>>  
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>  

Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Tony Paloma
It's not like saying I don't want a 2000MHz CPU because I'm not gaining any
CPU power out of threading. It's just spreading the workload around.

My point was, right now my CPU is at capacity and adding threading into the
mix will not help.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook
Sent: Monday, January 04, 2010 3:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support

If multi-threaded code takes 100% of two cores, then it probably lags bad 
with just one core. It's like saying I don't want a 2000 MHz cpu because it 
already takes 100% of  my 1000MHz cpu...

If you have a multi-core system, then you should set affinity to a single 
core so the app doesn't get swapped from core to core. If we actually had 
multi-threaded code, we could do the same thing - decide for ourselves how 
many cores it uses.

I vote for 64 bit multi-threaded code. And I'm going to wait for the easter 
bunny to bring it because that is likely to be the only way we will get 
it...


- Original Message - 
From: "Tony Paloma" 
To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Monday, January 04, 2010 2:56 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support


> I'm not a fan of adding multi-threading to TF2 servers only because with 
> 32
> players it's already taking 100% CPU of one core -- I don't need it taking
> 100% of two.
>
> "Oh! Just set processor affinity!" you might say. Ya, now the threading
> support would still only be hurting things, not helping (added overhead,
> starved threads, etc.).
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin 
> Zey
> Sent: Monday, January 04, 2010 2:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
> Lets add: 64-bit support, better instruction set utilization, better
> optimization, and free candy to the wishlist. Until valve actually
> commits people to this its probably not happening soon
>
> - Neph
>
> On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
>> I too would like to know this information, the list has gotten quite...
> dry
>> for the latest HLDS/SRCDS informaton, and or for update timelines.
>>
>> Kyle.
>> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:
>>
>>
>>> I know that I have at least brought this to the list's attention once.
>>>
>>> Does anyone have any information on if/when TF2 will start utilizing
>>> multi-threaded/multi-core processing? CPUs are going down in speed and
>>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>>> paying for it.
>>>
>>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>>> without a problem.  We need this for TF2 as well...
>>>
>>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>>> is working for now but that chokes us there.  It would be nice to be
>>> able to run these spread out over the two cores.
>>>
>>> -f0rkz
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux 


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Eric Riemers
I still have a bug of some sort. After a map change of tf2 it takes maybe a
minute or so and then it just hangs with 100% cpu. (from what i told looks
to be a valve issue) happens now and then...

I for one am glad its not Multi threaded then.. 

-Oorspronkelijk bericht-
Van: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Tony Paloma
Verzonden: maandag 4 januari 2010 23:57
Aan: 'Half-Life dedicated Linux server mailing list'
Onderwerp: Re: [hlds_linux] TF2 server multi-threaded support

I'm not a fan of adding multi-threading to TF2 servers only because with 32
players it's already taking 100% CPU of one core -- I don't need it taking
100% of two.

"Oh! Just set processor affinity!" you might say. Ya, now the threading
support would still only be hurting things, not helping (added overhead,
starved threads, etc.).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Monday, January 04, 2010 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support

Lets add: 64-bit support, better instruction set utilization, better 
optimization, and free candy to the wishlist. Until valve actually 
commits people to this its probably not happening soon

- Neph

On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
> I too would like to know this information, the list has gotten quite...
dry
> for the latest HLDS/SRCDS informaton, and or for update timelines.
>
> Kyle.
> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:
>
>
>> I know that I have at least brought this to the list's attention once.
>>
>> Does anyone have any information on if/when TF2 will start utilizing
>> multi-threaded/multi-core processing? CPUs are going down in speed and
>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>> paying for it.
>>
>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>> without a problem.  We need this for TF2 as well...
>>
>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>> is working for now but that chokes us there.  It would be nice to be
>> able to run these spread out over the two cores.
>>
>> -f0rkz
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>  
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Ook
If multi-threaded code takes 100% of two cores, then it probably lags bad 
with just one core. It's like saying I don't want a 2000 MHz cpu because it 
already takes 100% of  my 1000MHz cpu...

If you have a multi-core system, then you should set affinity to a single 
core so the app doesn't get swapped from core to core. If we actually had 
multi-threaded code, we could do the same thing - decide for ourselves how 
many cores it uses.

I vote for 64 bit multi-threaded code. And I'm going to wait for the easter 
bunny to bring it because that is likely to be the only way we will get 
it...


- Original Message - 
From: "Tony Paloma" 
To: "'Half-Life dedicated Linux server mailing list'" 

Sent: Monday, January 04, 2010 2:56 PM
Subject: Re: [hlds_linux] TF2 server multi-threaded support


> I'm not a fan of adding multi-threading to TF2 servers only because with 
> 32
> players it's already taking 100% CPU of one core -- I don't need it taking
> 100% of two.
>
> "Oh! Just set processor affinity!" you might say. Ya, now the threading
> support would still only be hurting things, not helping (added overhead,
> starved threads, etc.).
>
> -Original Message-
> From: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin 
> Zey
> Sent: Monday, January 04, 2010 2:47 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] TF2 server multi-threaded support
>
> Lets add: 64-bit support, better instruction set utilization, better
> optimization, and free candy to the wishlist. Until valve actually
> commits people to this its probably not happening soon
>
> - Neph
>
> On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
>> I too would like to know this information, the list has gotten quite...
> dry
>> for the latest HLDS/SRCDS informaton, and or for update timelines.
>>
>> Kyle.
>> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:
>>
>>
>>> I know that I have at least brought this to the list's attention once.
>>>
>>> Does anyone have any information on if/when TF2 will start utilizing
>>> multi-threaded/multi-core processing? CPUs are going down in speed and
>>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>>> paying for it.
>>>
>>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>>> without a problem.  We need this for TF2 as well...
>>>
>>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>>> is working for now but that chokes us there.  It would be nice to be
>>> able to run these spread out over the two cores.
>>>
>>> -f0rkz
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>>>
>> ___
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> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>
>
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>
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Tony Paloma
I'm not a fan of adding multi-threading to TF2 servers only because with 32
players it's already taking 100% CPU of one core -- I don't need it taking
100% of two.

"Oh! Just set processor affinity!" you might say. Ya, now the threading
support would still only be hurting things, not helping (added overhead,
starved threads, etc.).

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey
Sent: Monday, January 04, 2010 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2 server multi-threaded support

Lets add: 64-bit support, better instruction set utilization, better 
optimization, and free candy to the wishlist. Until valve actually 
commits people to this its probably not happening soon

- Neph

On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
> I too would like to know this information, the list has gotten quite...
dry
> for the latest HLDS/SRCDS informaton, and or for update timelines.
>
> Kyle.
> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:
>
>
>> I know that I have at least brought this to the list's attention once.
>>
>> Does anyone have any information on if/when TF2 will start utilizing
>> multi-threaded/multi-core processing? CPUs are going down in speed and
>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>> paying for it.
>>
>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>> without a problem.  We need this for TF2 as well...
>>
>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>> is working for now but that chokes us there.  It would be nice to be
>> able to run these spread out over the two cores.
>>
>> -f0rkz
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>  
> ___
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please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Nephyrin Zey
Lets add: 64-bit support, better instruction set utilization, better 
optimization, and free candy to the wishlist. Until valve actually 
commits people to this its probably not happening soon

- Neph

On 01/04/2010 04:00 PM, Kyle Sanderson wrote:
> I too would like to know this information, the list has gotten quite... dry
> for the latest HLDS/SRCDS informaton, and or for update timelines.
>
> Kyle.
> On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:
>
>
>> I know that I have at least brought this to the list's attention once.
>>
>> Does anyone have any information on if/when TF2 will start utilizing
>> multi-threaded/multi-core processing? CPUs are going down in speed and
>> up in cores lately.  If you want anything decent (3.0GHZ+) you are
>> paying for it.
>>
>> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
>> without a problem.  We need this for TF2 as well...
>>
>> We currently balance two tf2 servers on two separate 2.0GHZ cores which
>> is working for now but that chokes us there.  It would be nice to be
>> able to run these spread out over the two cores.
>>
>> -f0rkz
>>
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>  
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Kyle Sanderson
I too would like to know this information, the list has gotten quite... dry
for the latest HLDS/SRCDS informaton, and or for update timelines.

Kyle.
On Mon, Jan 4, 2010 at 6:41 AM, f0rkz  wrote:

> I know that I have at least brought this to the list's attention once.
>
> Does anyone have any information on if/when TF2 will start utilizing
> multi-threaded/multi-core processing? CPUs are going down in speed and
> up in cores lately.  If you want anything decent (3.0GHZ+) you are
> paying for it.
>
> Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running
> without a problem.  We need this for TF2 as well...
>
> We currently balance two tf2 servers on two separate 2.0GHZ cores which
> is working for now but that chokes us there.  It would be nice to be
> able to run these spread out over the two cores.
>
> -f0rkz
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
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