SV: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-03 Thread [YG]Sharza
> A lot of it is what people are used to. When I go to LAN's > and then come back and play online. I can hit anything > for toffee for a few days as I adjust back. In cooperation with a cyber cafe, I made an experiment to see if it was pure placebo effect or there actually was in some degree a dif

Re: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread Steven Hartland
All those stats where take on FreeBSD 5.2.1-RELEASE i386 - Original Message - From: "jon" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, June 02, 2004 2:55 PM Subject: RE: [hlds] CPU use - or how to run a 32 player HLDS > Are those stats for window

RE: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread jon
TED] > Subject: Re: [hlds] CPU use - or how to run a 32 player HLDS > > Initial results for one of our tests are here: > http://gaming.multiplay.co.uk/stats/dod.htm > The interesting two graphs are the last two which compare > Dual P4 2.8 -> Dual Opteron 248 ( 2.2Ghz ) > > I

Re: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread Steven Hartland
oads of money :) Steve / K - Original Message - From: "jon" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, June 02, 2004 2:16 PM Subject: RE: [hlds] CPU use - or how to run a 32 player HLDS > You'll notice that hit registration seems to get very w

RE: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread |=AoGO=| DaButcha
d I'd (we'd?) be happy to get any preliminary results as well :) Cheers, Marnix > Steve / K > - Original Message - > From: "BeNt" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Wednesday, June 02, 2004 1:55 PM > Subject: Re: [hlds

Re: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread Steven Hartland
mber of stats to do the comparison hence theres some time to go before I will have the full info and can start documenting my findings. Steve / K - Original Message - From: "BeNt" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Wednesday, June 02, 2004 1:55 PM Sub

RE: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread jon
ay, June 02, 2004 7:53 AM > To: [EMAIL PROTECTED] > Subject: Re: [hlds] CPU use - or how to run a 32 player HLDS > > > Well my servers only run at 64.something and the way I look > at it I really don't care what the fps for the server is as > long as its not lagging.Would

Re: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread BeNt
Sorry to reply to the same thread twicebut you may want to get ahold of Steven Hartland on this list if you are serious about going dual 64bits.He has been doing quite a bit of information gathering for his GSP.I can't remember his website off hand but Steven pitch in and tell this fella where

Re: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-02 Thread BeNt
Well my servers only run at 64.something and the way I look at it I really don't care what the fps for the server is as long as its not lagging.Would an increased fps say 80+ reduce pings?I really don't understand the appeal of running at 100+ when there is no gain.I know if you are running sub 50

RE: [hlds] CPU use - or how to run a 32 player HLDS

2004-06-01 Thread Sindre
Even a MP2800+ can't run 32 players at decent fps, it's sad. - Sindre >= Original Message From "|=AoGO=| DaButcha" <[EMAIL PROTECTED]> = >Hi all, > >In the (perhaps good) old 1.5 days, 50-60MHz per player would make a rather >safe bet when counting the possible amount of players for your

[hlds] CPU use - or how to run a 32 player HLDS

2004-06-01 Thread |=AoGO=| DaButcha
Hi all, In the (perhaps good) old 1.5 days, 50-60MHz per player would make a rather safe bet when counting the possible amount of players for your box, but now it seems 75-80MHz per player is a more accurate figure. Does anyone share this thought on increased requirements and would you rate this f