The night that Nick is referring to was when the Survival pack was
released. We were running 320 instances of Left 4 Dead across 5 IBM
HS21XM blades (Dual E5450s - 3Ghz each core) and the majority of the
servers had players on them. All of the cores were running at 90+% CPU
usage for a few ho
Dont compare Linux and Windows
Peter
- Original Message -
From: "Midnight"
To: "Half-Life dedicated Linux server mailing list"
Sent: Thursday, October 22, 2009 8:24 AM
Subject: Re: [hlds_linux] L4D2 server requirements
> I'm really surprised by these numbers. I have some pretty fin
I'm really surprised by these numbers. I have some pretty finicky
players who play competitively. I don't know for sure if it is in their
head or not, but they claim they get lag with 1 game active on a whole
quad 9550 box which I find hard to believe so I tend to take it with a
grain of salt
As relation to this, i've played on official servers and their
performance in-game is pretty bad at times. There are situations where
clearly CPU runs out of power and tickrate hangs at 10-20 insted of
optimal 30. This is noticeable in-game quite clearly and causes
twitching, hits not registeri
Does anyone know of a website or location where I can find usage stats
(based on actual experience like this) for all Source games?
Nick Turner wrote:
> We're running 8 servers per core on 5450s. 64 forks per 2 socket server.
> 16GB is more than enough on Linux.
>
> We've had an entirely serve
We're running 8 servers per core on 5450s. 64 forks per 2 socket server. 16GB
is more than enough on Linux.
We've had an entirely server almost full, the CPUs are nearly maxed out but we
didn't get any performance complaints.
-Original Message-
From: hlds_linux-boun...@list.valvesoft
Milton,
Do you happen to have any information about how the resource usage of L4D2
compares to L4D?
Thanks,
Dave
- Original Message -
From: Milton Ngan
Date: Wednesday, October 21, 2009 10:41 pm
Subject: Re: [hlds_linux] L4D2 server requirements
To: Half-Life dedicated Linux se
CPU shouldn't be much of an issue. Each game takes on average 10-15% of a core.
There are obviously spikes that go higher. 8 player games don't actually take
much more CPU than a 1 player game because the server is doing less AI work.
On these servers, I have between 200-300 people playing at a
What I'm asking is not how many can you spawn in a given amount of
memory, but how many can be actively running with players in them
without lagging? I find that I run out of CPU way before memory since
the game is a CPU hog.
Surely you can't run 50 servers with players in them all at the same
I can support 50 instances of L4D1 on a dual 2.5GHz Quad Core system. So if you
only have one, then half that. That being said, I need at least 10GB of RAM on
Linux to achieve this.
Under Windows, there is no forked mode, so each instance will take up more
memory resources. So I would estimate
How many ACTIVE L4D servers can you guys run on a 2.5 Ghz Quad Xeon
1333MHz? Seems that I can only run 3-4 per box without people
complaining about lag, that is less than 1 per core. I see each server
using around 25-35% CPU of a core and 6-9 of the whole box. I know this
is the linux list b
It'll probably take a little more processing power per fork, I don't see it
as being that substantial of an increase. I'd be amazed if it is really
worth noting.
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Try "meta info #" 2 in your example in the email, it should say the file
path loaded from the vdf or give more info why it couldn't load. The vdf
method is nice but metaplugins.ini still works just fine.
And yes this isnt the sourcemod list but don't see why we cant help each
other and discuss
They've also had a lot of time to optimize the relatively new director
system. No one has offered any real concrete facts here, only the usual
extrapolated speculation.
The other thing to think about are the new (supposedly bigger) maps,
especially the water-based bayou one, and melee weapon tr
1) the vdf method is still the preferred method. it is not obsolete
2) this is the wrong place for mms/sm questions. try mmsource.net,
sourcemod.net and forums.alliedmods.net
Fredrik Duprez wrote:
> I think that the vdf method is obsolete for loading sourcemod.
>
> I simply added the line
>
> sm
He's right and fwiw I am more than positive (but cannot quote for truth)
they mentioned that the AI Director would be much more advanced in this
version.
At the time I remember thinking to myself "hmm damn, less instances of L4D
per box for hosting" ...
On Thu, Oct 22, 2009 at 7:46 AM, ics wrote
I think that the vdf method is obsolete for loading sourcemod.
I simply added the line
sm addons/sourcemod/bin/sourcemod_mm
in addons/metamod/metaplugins.ini
in order to get metamod to load sourcemod.
/F
This is on a Linux server
2009/10/21 Jorgen
> Anybody who can give a tip on how to get
Anybody who can give a tip on how to get sourcemod working on L4D.
Downloaded and installed metamod source V 1.7.1 and sourcemod V 1.2.4
Metamod loads just fine but sourcemod won't have it for some reason. Been
trying to find out what I might be doing thats not right but after 3
concurrent days o
There's a year worth of code changes, more features, more enemies
(special zombies) controlled by AI. You can bet that L4D2 server eats
more CPU than L4D server.
-ics
David A. Parker kirjoitti:
> I assume the same, but I'm not sure if tweaks to the AI and so forth
> have affected the CPU usage
i assume it'd be similar to l4d. it doesn't look that different from l4d
from the media
On Wed, Oct 21, 2009 at 12:25 PM, David A. Parker wrote:
> Hello,
>
> Does anyone how the server hardware requirements and resource usage for
> L4D2 will compare to L4D? If I can run 6 L4D forks on my server
I assume the same, but I'm not sure if tweaks to the AI and so forth
have affected the CPU usage.
- Dave
Joseph Laws wrote:
> I don't imagine L4D2 will be anymore intensive than L4D...unless I'm
> mistaken, it's the same basic game in a different setting.
>
>
> David A. Parker wrote:
>>
I don't imagine L4D2 will be anymore intensive than L4D...unless I'm
mistaken, it's the same basic game in a different setting.
David A. Parker wrote:
> Hello,
>
> Does anyone how the server hardware requirements and resource usage for
> L4D2 will compare to L4D? If I can run 6 L4D forks on my
Hello,
Does anyone how the server hardware requirements and resource usage for
L4D2 will compare to L4D? If I can run 6 L4D forks on my server now,
will I be able to run 6 L4D2 forks on an identical server? I'd like to
get a box together prior to the release of the L4D2 demo.
Thanks,
The only "master server" that shows in console here is
Adding master server 69.28.140.247:27011
Adding master server 69.28.140.246:27011
Nothing else, it print these 2 lines every mapchange.
On a side note - we did set up 3 new gameservers some days ago, it took more
then a day before they turn
Let me be more specific, I wanted to know if anyone else sees anything
along the lines of "Sending heartbeat to master servers" automatically
in the console when the server is sending them by itself, or if its my
installation that is borked, as I do not see those.
Russell Jones wrote:
> I have,
I have, it doesn't make a difference, thats why I wanted to see if
anyone else experiences these problems and if anyone else shows
heartbeat messages in the console or if its my installation that is borked.
Thanks though.
Nightbox wrote:
> i repeat
>
> type heartbeat in console
>
> 2009/10/2
i repeat
type heartbeat in console
2009/10/21 Russell Jones
> So, does anyone elses servers say this in console?
>
> Server is hibernating
> Connection to Steam servers lost.
> VAC secure mode is activated.
>
>
> Connection to steam servers lost. And then no one ever joins the server
> again.
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