Real Cpu Usage
DEADscott
Join Date: 2003-03-29 Member: 15022Members, Constellation
Join Date: 2003-03-29 Member: 15022Members, Constellation
Comments
However the additional footprint that each player adds is now significantly reduced as is the impact of additional entities throughout the game (although there is still an impact). This means that CPU usage creep is much less of an issue.
Actuall examples from servers I run:
Celeron 800 - previously could handle 12 players, now handling 10 players (CPU load 80 - 89%).
AMD 2100+ - previously could handle 16 players, now handling 24 players (CPU load 70-85%).
AMD K6-II 500 - not tested with more than 2 players - I wouldn't expect much ;P
In my opinion the newer NS 2.0 now scales much better but there is a higher minimum spec (at a guess a 1Gig Athlon) that is needed - I would exclude Durons and Athlons - I don't know how the lack of on die cache affects things but I wouldn't think it helps.
Those are my experiences, yours may differ ...
20 slots, pings around the 300-400 normal maps. on 1.04 we could run 14-16 players and had a ping of 20-50
and still using a lot of cpu power
redhat 9
(didnt test slackware box yet).
That's probably because you're using the new HLDS I assume? If you go back to the old one and apply the unofficial patch you should see it go back to 0-1% cpu usage when empty.
So whats this unofficial patch and why would I want to run it ?
I'd be grateful for any details - otherwise just a name will do and I'll go trawl for it myself.
I haven't tried the patches for windows, but it works fine for linux.
Game Server Stats: Pentium 4 2.53Ghz, 1GB DDR RAM, Windows 2000 Advanced Server
Kudos to Flayra and all the mapmakers for addressing the performance issues and making this one incredible release.
Server Specs: AMD Athlon 1900+ 512MB ram, RedHat 7.3
Game Configuration: 12 player server, HLDS_L 3.1.1.0 with Boffix patch, AdminMod 2.50.56, Metamod 1.16.1, about a dozen plugins between metamod and Adminmod
Overall CPU and player graph:
<a href='http://www.vadakill.com/rrdtool/Vadakill-2.0-other-day.png' target='_blank'>CPU Usage Stats - 24 hour</a>
XP2100
1 Gig DDr ram
windows 2003 advanced server
It seems like someone put a finger in the leak, if you see what i mean, before it just built up and up and up and eventually saturated ANY Cpu,
now it seems a bit more steady and controllable, uses about 60% of a Celeron 1.7 with 16players.
Thats on 3.1.1.0/slackware, not bad if you ask me, comparable to other mods infact <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
v1.04 14 player server was running Windows 2000 server and getting around 80-90% CPU usage with pings spiking up to the 400's at the end of some maps.
upgraded software too:
v2.0 16 player server, running Windows 2003 server. Now my CPU usage is around 30-50% and pings never spike. They remain stable throughout the game (usually half the people are under 100). I love it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
He said he will try to put the NS to 32 Players as well and see what happens. I'll report the results back later on.