1. Real-time priority will degrade performance in most cases. 2. Virtual hardware is fine as long as SRCDS gets enough resources - there is no inherent problem with VMs. 3. Hyper-threading is almost pointless on a machine dedicated to SRCDS, as it doesn't make use of multiple threads for the heavy lifting, raw clock speed is a lot more important (although it may be worthwhile for squeezing some perf out if you're trying to run more servers than your hardware can comfortably handle).
~~~~~ "Their heads are green, and their hands are blue, And they went to sea in a Sieve." - Edward Lear On Mon, Oct 28, 2013 at 10:12 AM, Артем Добревич <dobrev...@gmail.com>wrote: > Hi > > Did you run your srcds process with realtime priority ? > > Pls see that link > > > http://www.srcds.com/db/engine.php?subaction=showfull&id=1103579727&archive= > > The main issue here is that script can works only with root access. > > Also i faced with server FPS drops when my servers was installed on > Virtual Machines. > Hyper threading should be also enabled on server bios. > > > So there is 3 main things > > 1 Real time priority. > 2 No virtual machines. Only host systems. > 3 Hyper Threading. > > > 2013/10/28 V V <vl910...@yahoo.com> > >> Hi, >> you problem " Processor: E5-2690v2 (4 cores)" >> and "CPU Usage: 38.61%" >> why? >> dedicated server dosen't support multithread. >> check "top" and you will see, 1 core have 100%, other 0%. >> how to fix? >> only change processor. >> gl. >> >> >> >> On Monday, 28 October 2013 2:35 PM, AtomicZone Server < >> ser...@azclan.net> wrote: >> As requested: >> >> Server Specs (VDS): >> * OS: Linux (Gentoo) w/Optimized Kernel >> * Processor: E5-2690v2 (4 cores) >> * Memory: 4096MB | Free: 2189MB >> * CPU Usage: 38.61% >> * HDD: 400GB (15k RPM I believe) >> >> Bandwidth: >> * 1 Gbps available on server with a 20 Gbps pipe to the internet (shared, >> of course). But, never saturated except possibly during a DDoS, which >> doesn't seem to happen often. >> >> SRCDS Params: >> * Startup: -game csgo -ip 74.91.123.66 +maxplayers 33 >> -maxplayers_override 33 -debug -console -usercon -nocrashdialog -norestart >> -nodefaultmap +host_timer_spin_ms 0 +sv_pure 0 -tickrate 128 >> >> * Other possibly-applicable configuration settings: >> mp_timelimit 0 >> sv_hibernate_when_empty 0 >> mp_backup_round_file "" >> mp_backup_round_file_pattern "" >> mp_backup_round_last "" >> sv_hibernate_ms "0" >> sv_hibernate_ms_vgui "0" >> host_sleep "0" >> sv_client_cmdrate_difference 0 >> sm_cvar sv_client_min_interp_ratio 1 >> sm_cvar sv_client_max_interp_ratio 1 >> sv_clockcorrection_msecs 15 >> sv_maxusrcmdprocessticks 0 >> >> //SM commands >> sm_vote_delay 300 >> >> //NoRoundStats - Fixes Timeout >> sv_noroundstats 1 >> >> // bot-related commands >> bot_difficulty 1 >> bot_chatter "off" >> bot_join_after_player 0 >> bot_quota 0 >> bot_quota_mode "normal" >> sm_csgobotquotafix_enable 1 >> sm_csgobotquotafix_quota 10 >> >> fps_max 0 >> sv_minrate 128000 >> sv_maxrate 0 >> sm_cvar sv_minupdaterate 128 >> sm_cvar sv_maxupdaterate 128 >> sv_mincmdrate 128 >> sv_hibernate_when_empty 0 >> >> * Server running Classic Casual with Deathmatch plugin ( >> https://forums.alliedmods.net/showthread.php?t=189577). Rounds never >> end. Every so often (usually daily), server map is changed. However, >> server has latency issues even when freshly started. >> >> Thanks, >> cyberdeath >> >> >> >> >> On Sun, Oct 27, 2013 at 10:32 PM, Левинчук Федор < >> fedot-da-ne-...@yandex.ru> wrote: >> >> HI, >> are you sure it server side problem? >> can you specify more info for your server? (server specs, bandwidth, >> srcds params) >> >> >> -- >> >> -------------- >> With regards >> Levinchuk F. >> >> >> 28.10.2013, 11:07, "AtomicZone Server" <ser...@azclan.net>: >> >> I have noticed that our server consistently gets rather laggy when near >> full. I currently run two 33 player servers (16v16 with 1 spectator). >> When the player count gets above 24, our 128 tick server starts to lag >> below 128 ticks. The only plugins/addons running on the servers are >> MetaMod and SourceMod. I originally thought it was a misconfiguration on >> our server, but I see that other servers with high player counts (that >> aren't even 128 tick) have this same latency problem. I have asked our >> server host for assistance but they assure me it's not a hardware issue. I >> contacted Steam support for assistance and they referenced this mailing >> list. I was hoping a SRCDS developer would be able to work with us to get >> the latency issues resolved. >> >> See below link for a screenshot with net_graph and player count on the >> screen. >> >> http://i.imgur.com/jGs8Qwc.jpg >> >> Thanks, >> cyberdeath >> , >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> >> >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> >> >> _______________________________________________ >> Csgo_servers mailing list >> Csgo_servers@list.valvesoftware.com >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing list > Csgo_servers@list.valvesoftware.com > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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