Just the biggest issue is the servers need to be set to auto-restart at a regular interval. Or atleast every 3 hours for empty servers so new players and older ones don't have to play with buggy animations from tickrate bugs.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
Played on NS2HD#7 and it was great (though a little laggy @18 players). Personally, I wouldn't mind seeing them set at a flat 16 players with map rotation on all of them.
<!--quoteo(post=1961077:date=Aug 11 2012, 06:20 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Aug 11 2012, 06:20 AM) <a href="index.php?act=findpost&pid=1961077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2: Why do you lock the server process to a single core? If thats what you meant by:<!--QuoteEnd--></div><!--QuoteEEnd--> I believe its to ensure no overlap between servers trying to run on the same core. Though, as long as your running something recent (Server 2008 or Win 7) I'm not totally sure if this gives a performance boost.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1961195:date=Aug 12 2012, 05:12 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 12 2012, 05:12 AM) <a href="index.php?act=findpost&pid=1961195"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I believe its to ensure no overlap between servers trying to run on the same core. Though, as long as your running something recent (Server 2008 or Win 7) I'm not totally sure if this gives a performance boost.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd love to see some numbers or benchmarks on this. We all know that the server.exe process is multi threaded, and CAN take advantage of a 2nd core, even if its for something small (physics?). By limiting it all to a single core you'd be capping the amount of time that the regular game code can execute in.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<!--quoteo(post=1961406:date=Aug 11 2012, 05:38 PM:name=endar)--><div class='quotetop'>QUOTE (endar @ Aug 11 2012, 05:38 PM) <a href="index.php?act=findpost&pid=1961406"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd love to see some numbers or benchmarks on this. We all know that the server.exe process is multi threaded, and CAN take advantage of a 2nd core, even if its for something small (physics?). By limiting it all to a single core you'd be capping the amount of time that the regular game code can execute in.<!--QuoteEnd--></div><!--QuoteEEnd--> I've wondered this myself and it seems like the only time not locking it to a core would cause problems is when all of the servers are full (presuming you have n-1 servers for n number of cores). I don't know how Windows schedules that type of stuff, so it may or may not reduce performance.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
<!--quoteo(post=1961433:date=Aug 12 2012, 12:32 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Aug 12 2012, 12:32 PM) <a href="index.php?act=findpost&pid=1961433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well iirc the server restarts every map change, so maybe the maps just need to rotate more often?<!--QuoteEnd--></div><!--QuoteEEnd--> Map change is not enough unfortunately, tick rate problems will carry over from map to map.
Comments
Just the biggest issue is the servers need to be set to auto-restart at a regular interval. Or atleast every 3 hours for empty servers so new players and older ones don't have to play with buggy animations from tickrate bugs.
<!--quoteo(post=1961077:date=Aug 11 2012, 06:20 AM:name=endar)--><div class='quotetop'>QUOTE (endar @ Aug 11 2012, 06:20 AM) <a href="index.php?act=findpost&pid=1961077"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2: Why do you lock the server process to a single core? If thats what you meant by:<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe its to ensure no overlap between servers trying to run on the same core. Though, as long as your running something recent (Server 2008 or Win 7) I'm not totally sure if this gives a performance boost.
I'd love to see some numbers or benchmarks on this. We all know that the server.exe process is multi threaded, and CAN take advantage of a 2nd core, even if its for something small (physics?). By limiting it all to a single core you'd be capping the amount of time that the regular game code can execute in.
I've wondered this myself and it seems like the only time not locking it to a core would cause problems is when all of the servers are full (presuming you have n-1 servers for n number of cores). I don't know how Windows schedules that type of stuff, so it may or may not reduce performance.
Map change is not enough unfortunately, tick rate problems will carry over from map to map.