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 g...@velocity-servers.net 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 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 g...@velocity-servers.net 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

2010-09-03 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 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

2010-09-02 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! 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 drunkenf...@hotmail.com
  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 clontar...@iinet.net.au
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   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 Palomadrunkenf...@hotmail.com
To: 'Half-Life dedicated Linux server mailing list'
hlds_linux@list.valvesoftware.com
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

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 h...@f0rkznet.net

To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
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 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 h...@f0rkznet.net 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 drunkenf...@hotmail.com
   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 clontar...@iinet.net.au
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
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

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 kyle.l...@gmail.com 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 h...@f0rkznet.net 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 drunkenf...@hotmail.com
 
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 clontar...@iinet.net.au
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 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

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

2010-01-04 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 h...@f0rkznet.net 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


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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, f0rkzh...@f0rkznet.net  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


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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, f0rkzh...@f0rkznet.net  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 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 drunkenf...@hotmail.com
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com
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, f0rkzh...@f0rkznet.net  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 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, f0rkzh...@f0rkznet.net  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,
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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 drunkenf...@hotmail.com
To: 'Half-Life dedicated Linux server mailing list' 
hlds_linux@list.valvesoftware.com
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, f0rkzh...@f0rkznet.net  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:
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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 Palomadrunkenf...@hotmail.com
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com
 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, f0rkzh...@f0rkznet.net   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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 please visit:
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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 clontar...@iinet.net.au
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
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 Palomadrunkenf...@hotmail.com
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com
 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, f0rkzh...@f0rkznet.net   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

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 clontar...@iinet.net.au
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
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 Palomadrunkenf...@hotmail.com
 To: 'Half-Life dedicated Linux server mailing list'
 hlds_linux@list.valvesoftware.com
 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, f0rkzh...@f0rkznet.net   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

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! ad...@topnotchclan.comwrote:

 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 drunkenf...@hotmail.com
 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 clontar...@iinet.net.au
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  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 Palomadrunkenf...@hotmail.com
   To: 'Half-Life dedicated Linux server mailing list'
   hlds_linux@list.valvesoftware.com
   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