Same thing here, what was stable 128 before, now drags down to yellow and orange time to time. Performance is far worse after that one infamous patch.

-ics

Ejziponken - kirjoitti:
I can confirm that running CSGO-servers on linux since a patch from last year is a bad idea. We had to lower player-slots from 32 players with stable 128tic to 20 players to get the stable 128tic.



------------------------------------------------------------------------
Date: Mon, 13 Jan 2014 23:02:13 -0500
From: [email protected]
To: [email protected]
Subject: Re: [Csgo_servers] Valve bug report regarding XEON cpus and csgo servers

Hello,

Does anyone have a copy of the old server binaries that do not require the new instruction sets as mentioned by the OP?

If so, could you please share? I'd like to test this with our servers.

Thank you,
cyberdeath
AtomicZone Lead Server Admin

On Jan 12, 2014 11:49 AM, "Marc Leuser" <[email protected] <mailto:[email protected]>> wrote:

    I can confirm that the linux performance is pretty poor, i'm
    running a single 10 slot server on an E5-2620 (2 GHz) and the var
    is above 1.5 most of the time, even if there's only 4 players on
    the server. I've noticed that it doesn't matter if I give 1 or 2
    CPU cores to the process, it won't use more than one anyway. I've
    also given the process the highest possible priority without any
    effect.
    Even with 1 Player i can see an average of 30% CPU usage which i
    think is really too much. We're talking about a gameserver running
    almost exclusively on that machine.

    Are there gurus out there who can tell me if there's any option
    besides using some fancy high-end i7 CPU to host one(!) solid
    gameserver with var <1.0 and 10 players?


    greetings

    Am Sonntag, 12. Januar 2014 16:57 CET, Egner <[email protected]
    <mailto:[email protected]>> schrieb:

        H i valve,
        I will try to let you guys know about a nice bug in your srcds
        application
        regarding XEON cpus and 128 ticks.
        First of all will I say that i am not especially good in
        English so please
        be kind. I will describe exactly what I have figured out on my
        own.
        Well, the problem stated when valve send out a update
        regarding the srcds
        application and changes the linux application and windows
        application
        2013-11-15 I believe.

        What have then happened after the update? Well the 128
        tickrate have been a
        bit unstable also the var value from the server have reached
        from low value
        to higher. And also has result in a higher cpu usage for more
        players and
        less.
        Then I have an option to work with some different kind of
        processors that
        have a newer version of CPUs build.
        My test environment :

        *#1 server
        Intel Xeon E5-2620v2 processor*

        *#2 server
        Intel Xeon E5-2420 processor*

        *#3 server
        Intel i5-4570S hasswell (my own server home)*

        *#4 server
        Intel Xeon x5660 (older arch)*

        My test I use those following operation systems:
        1. Linux Debian Weezy (64 bit)
        2. Windows 2012 server (64 bit)
        3. I use the same server config on all servers.

        Well, first of all I have read about people that say that the
        windows will
        works mush better with 128 tickrate against linux. But after
        my results in
        this test I will say that the linux still is a little bit
        better then
        windows.

        I start with the Intel Xeon E5-2620v2 with 32 players with bots.
        My first result was:
        With Linux the var value was about 1.0 - 3.0 and the tickrate
        was unstable
        and the sv value blinking orange but is not going to red. The
        server was
        playable but not more than that. The hitbox wasn’t fun!
        With windows on the same setup I got var on the same value as
        the linux
        does, and the sv value was red its freezing to the death.
        (that wasn’t
        playable)
        Linux use 100% -133% cpu usage on the process srcds_run but
        the system not
        even going over 5% cpu of the whole systems capacity.
        Windows use 30% on the process srcds_run but still lag as hell.
        Ok the result here is that the machine is not possible to use
        all the
        capacity of the cpu is like a wall have been created.
        Well we going forward, so now we going for the #2 server
        setup. So then we
        look at the results.
        With linux the var value was about 0.8 – 2.8 and the tickrate
        was unstable
        and going between orange and red. That wasn’t playable.
        With windows the var value was almost the same as the linux
        do. So that was
        not possible to play.
        And was the problem with the cpu this time, the process use
        135 % cpu on
        process but the system is like sleeping.
        And the different here was that cpu was 45% on cpu usage on
        windows betw een
        the newer E5-2620v2 setup so it goes a little bit harder.
        Then we move on to the server 3 setup.
        I was quite surprised when I comes to the hasswell setup,
        because as soon as
        I join the server with 4 – 8 bots and the var value was about
        0.8 and the
        ticrate was 128 the whole time.
        Then I believe that that may also be able to handle 32
        players. So I decide
        to bring on 32 players on my server with linux and windows
        setup. And whola
        the process goes like a sunny day!
        Even if the process on top use 135% of cpu in the process, and
        the server
        use about 30% of cpu total the 32 players works smoth without
        tickrate drop.
        So then I belive that the higher gigahertz does the thing, so
        I decide to
        try with server 4. Whish has 2.8 Ghz processor. Which is quite
        higher than
        my server #1 and server #2 setup?
        And then to the result, it was so bad so the players can even
        go in spawn,
        both in windows and linux. T he process does like they all do
        135% on linux
        and about 33 % cpu usage on windows.
        The var value was 2.9 and the sv value was RED 5 -15.
        So then I have to start from the beginning again, because the
        Gigahertz
        wasn’t a problem! So then I take a deeper look in what cpu
        instructions my
        Haswell cpu use.
        I decide to look on the cpu instructions on both server #1 and
        server #2 so
        I have something to compare with. Well to be clear all servers
        have the same
        behavior. So what is the different here?

        *This is my cpu instructions from server #1. (E5-2620v2)*

        flags: fpu de tsc msr pae cx8 sep cmov pat clflush mmx fxsr
        sse sse2 ss ht
        syscall nx lm constant_tsc rep_good nopl pni pclmulqdq ssse3
        cx16 sse4_1
        sse4_2 x2apic popcnt tsc_deadline_timer aes f16c rdrand
        hypervisor lahf_lm
        ida arat pln pts dtherm fsgsbase erms

        *And this have server #2. (E5-2420)*

        flags: fpu de tsc msr pae cx8 se p cmov pat clflush mmx fxsr
        sse ssss ht
        syscall nx lm constant_tsc rep_good aperfmperf pni pclmulqdq
        ssse3 cx16e4_1
        sse4_2 x2apic popcnt aes hypervisor lahf_lm ida arat
        As you can see here is that a little different between server
        #1 and server
        #2, but them have also the same type of issue so we move to
        that server that
        works great.
        *
        Server #4 (I5 - 4570S)*

        flags: fpu de tsc msr pae cx8 sep cmov pat clflush mmx fxsr
        sse sse2 ss ht
        syscall nx lm constant_tsc rep_good nopl pni pclmulqdq ssse3
        fma cx16 sse4_1
        sse4_2 x2apic movbe popcnt tsc_deadline_timer aes f16c rdrand
        hypervisor
        lahf_lm abm ida arat pln pts dtherm fsgsbase erms

        As you can see did this server have an instruction with name :
        *abm* and
        *fma.*
        If we google this instructions are this part of AMD cpus. So
        what I am think
        is that the server use AMD binaries.
        Link : http://en.wikipedia.org/wiki/FMA_instruction_set
        Link :
        http://en.wikipedia.org/wiki/Bit_Manipulation_Instruction_Sets

        In 1.6 can you see if a server use a hlds_amd64 binaries or
        hlds_i686
        binaries. But in the new srcds you cant! The name is only
        srcds_linux.
        I think that the server binaries from my hasswell have to be
        located as an
        AMD cpu. Then I believe that the AMD have a much better server
        binaries then
        intel has but I can be wrong here!

        With this I hope Valve will take a look in to my post and then
        take a look
        from there development team what them can done wrong since
        they sending out
        the new update 2013-11-15.
        I have also try to roll back the srcds from 2013-11-15, and
        with them
        running the server is using alot less cpu then the new version
        of binaries
        does, even if a player is online or not!
        I have also take a look of the binaries in csgo-ds/bin folder
        and the
        different between the working version and the bad version is
        that the size
        is lar ger on the new version, is about 1 mb more and one of
        the big changes
        is in the srcds_linux version and dedicated.so files.
        If you want more information regarding this valve, please
        contact me!

        /thanks Egner




        --
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http://csgo-servers.1073505.n5.nabble.com/Valve-bug-report-regarding-XEON-cpus-and-csgo-servers-tp6091.html
        Sent from the CSGO_Servers mailing list archive at Nabble.com.

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