Extreme CPU usage
msl
Join Date: 2012-11-26 Member: 173281Members
Hi,
I work at a german GSP and wanted to integrate NS2 in our gameswitching offer (currently ~100 games). Sadly due to the extreme high CPU it is impossible to offer NS2 servers for a reasonable and competitive price. The RAM usage is also quite high, but RAM is no problem (cheap and easy to upgrade). The real problem is the high CPU usage of idle servers. e.g. on an E5-1650 the server.exe grabs 50% CPU of one core and nobody is using the server.
Many people would like to host servers or buy servers from a hoster for a good price and with a good quality which can both only be done by reducing the hardware ressource usage.
Are there any plans to reduce the CPU usage with the next updates?
cheers
msl
I work at a german GSP and wanted to integrate NS2 in our gameswitching offer (currently ~100 games). Sadly due to the extreme high CPU it is impossible to offer NS2 servers for a reasonable and competitive price. The RAM usage is also quite high, but RAM is no problem (cheap and easy to upgrade). The real problem is the high CPU usage of idle servers. e.g. on an E5-1650 the server.exe grabs 50% CPU of one core and nobody is using the server.
Many people would like to host servers or buy servers from a hoster for a good price and with a good quality which can both only be done by reducing the hardware ressource usage.
Are there any plans to reduce the CPU usage with the next updates?
cheers
msl
Comments
On that 3.2Ghz CPU you can perhaps host a 16-18 player server btw...
I really hope it gets better soon. Maybe a "hibernate" mode like in counter strike global offensive would be a first step to reduce (at least) the idle cpu usage.
Of course I could host one server on that box. But I don't know many guys that want to afford a dedicated box for just _one_ gameserver with 16 slots... (or let it be 4 servers - one each core, which is still not acceptable).
I really hope it gets better soon. Maybe a "hibernate" mode like in counter strike global offensive would be a first step to reduce (at least) the idle cpu usage.
Of course I could host one server on that box. But I don't know many guys that want to afford a dedicated box for just _one_ gameserver with 16 slots... (or let it be 4 servers - one each core, which is still not acceptable).<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, what I meant is that on a 3.2Ghz 6 core CPU such as the E5-1650, it means you can indeed host up to 5 servers at 16-18 players (core 1-5), with core 0 dedicated for the OS
And to answer your "yeah we know and we are working on that" remark. Performance is always being worked on and always will be worked on, it is one of the biggest concerns to have this engine run on cheaper server hardware, as it should. It simply is too expensive in its current form with minimum speeds of 3Ghz or rather 4Ghz+ to get this baby running above 18 players. Come to think of it, I think running an 18 player server on just 3.2Ghz is already pushing it currently.
3.6GHZ Xeon CPU died as soon as Jetpacks became involved... on a 16slot server.
I might try spin up a 12slot maybe, see how that goes... But it should be able to handle it. :(
I might try spin up a 12slot maybe, see how that goes... But it should be able to handle it. :(<!--QuoteEnd--></div><!--QuoteEEnd-->
"3.6 GHz Xeon CPU" is meaningless. Such a CPU was launched in 2004 based on the Netburst architecture (the Pentium 4 based Xeons), and such a CPU should have no expectation of running NS2 at all. On the other hand, an Ivy Bridge Xeon running at 3.6 GHz such as the E3-1280V2 should have no problem running a 16 slot server, even with jetpacks.
The performance difference between the first and last 3.6 GHz Xeon is enormous, as in the newer one is multiple TIMES faster clock-for-clock.
For reference, that first Xeon is 90nm, and the newest is 22nm, which means that the first 3.6 GHz Xeon required about 17x the space for the same number of transistors.
It was almost 10-12 minutes before my server tick rate started to drop at the time, but then it was full and JPs came into play.
I'll try again on a 12-slot server and see if it's any difference. Maybe even as a CO custom server. Less entities all-around being built might make a difference too.
If the dedicated servers are not made to run smoother sooner it could cost them the game. Unfortunately there are a lot of games out there that run a lot more smoother and due to most people not having patience they will just play those games sooner than later.
Hopefully there is a remedy soon as I love this game and would hate to see it pitter out.