Mutli-core support?
fireshroom
Join Date: 2009-03-22 Member: 66856Members
Join Date: 2009-03-22 Member: 66856Members
Comments
Wich mean: it use 25% on an quadcore @ 2ghz and 25% @ 5ghz.
So, your 16 core wont help here. All you need is ghz. Thats why all good servers OCd ones around 4,5 ghz.
Performance is getting better for sure, but thats the current state of the beta. (216)
* Server CPU spreads out work better to increase load resistance.<!--QuoteEnd--></div><!--QuoteEEnd-->
I noticed this in the changelog of 217. But i'm not quite sure how much this improves the usage of additional cores as i forgot to look at it yet.
Does not affect the use of additional cores.
The server is mostly single threaded; it offloads some physics calcs and the preparation of outgoing packets to a second thread. The second
part goes up with game size (more entities to prepare) and number of players (number of packets to prepare), but even at its best, it won't
do more than 5-15% difference.
There are some very parallel sections in the architecture that would be nice targets for multi-threading, but its strictly single threaded - for now.
The server is mostly single threaded; it offloads some physics calcs and the preparation of outgoing packets to a second thread. The second
part goes up with game size (more entities to prepare) and number of players (number of packets to prepare), but even at its best, it won't
do more than 5-15% difference.
There are some very parallel sections in the architecture that would be nice targets for multi-threading, but its strictly single threaded - for now.<!--QuoteEnd--></div><!--QuoteEEnd-->
A difference is still a difference. ;)
Anyway, thanks for clearing that up.
It starts to feel laggy when I tested it higher then 18 players, also is there a ping limiter plugin yet?