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Win2k8 Stuck on 512 FPS
#1
Machine Specs:
2x Intel Xeon 2.66ghz Q-Core (8 Cores, 2 physicals)
16gb RAM
Asus DSBF-DE

So supposedly Win2k8 is supposed to be able to hit 1000+ FPS with a default install using HPET. I am assuming HPET is enabled and ready to go considering the motherboard is new and has an Intel Chipset, although, I was unable to find an Enable setting for HPET in Bios (APIC v1.0 and 2.0 are in there and disabled).

No matter how many cores I assign or at what priority I am unable to break the 512FPS mark (running srcdsfpsbooster). Any suggestions? Anyone worked with Win2k8 yet?

Thanks
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#2
Also.. the current 512 FPS does not seem to be stable. In game running the stats command I notice the FPS drops to 200. It this normal? Is anyone able to lock their FPS?
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#3
completely normal, server fps fluctuates with the amount of action going on in the game.
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#4
fqdn Wrote:completely normal, server fps fluctuates with the amount of action going on in the game.

Yea, but boxes don't get to much more uber then what I am running in terms of power (by comparison to other game servers). So I know that I must be making some mistakes in my configuration.

Also, having problems hitting 100 tic. Seems to be locked at 60 despite my -tickrate 100 in the command line.
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#5
Make sure your motherboard even supports HPET. If you cant find a seting for it....maybe you dont have it.
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#6
cazter Wrote:Yea, but boxes don't get to much more uber then what I am running in terms of power (by comparison to other game servers). So I know that I must be making some mistakes in my configuration.

Also, having problems hitting 100 tic. Seems to be locked at 60 despite my -tickrate 100 in the command line.

doesn't really matter how good your box is, what i'm saying is you can set server fps max to whatever you want but consistency is better than a higher number. find out what fps your server can keep consistently and that is the number to stick to. a low end box that keeps 250fps +/- 10% will be better than your super server set to 1000fps +/- 50%, does that make sense? there is no magic number but find one that works for you.

re: tickrate what are your client settings for cl_cmdrate and cl_updaterate?
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#7
fqdn Wrote:
cazter Wrote:Yea, but boxes don't get to much more uber then what I am running in terms of power (by comparison to other game servers). So I know that I must be making some mistakes in my configuration.

Also, having problems hitting 100 tic. Seems to be locked at 60 despite my -tickrate 100 in the command line.

doesn't really matter how good your box is, what i'm saying is you can set server fps max to whatever you want but consistency is better than a higher number. find out what fps your server can keep consistently and that is the number to stick to. a low end box that keeps 250fps +/- 10% will be better than your super server set to 1000fps +/- 50%, does that make sense? there is no magic number but find one that works for you.

re: tickrate what are your client settings for cl_cmdrate and cl_updaterate?


I have this in there:
sv_maxcmdrate 101
sv_mincmdrate 66
sv_maxupdaterate 101
sv_minupdaterate 66
sv_maxrate 30000
sv_minrate 10000
fps_max 1000
sv_unlag 1
sv_maxunlag .5

Command line: srcds.exe -console -game cstrike +map de_dust2 -port 27018 +fps_max 1000 -maxplayers 32 -sys_tickrate 1000 -autoupdate

It's a 32 public and well populated server... I know that techinically running a 32 man server at a 100 tic is considered a "no, no." But, I figured with all the balls I have behind this thing it would not matter. I did manage to get the tickrate functioning at a pretty stead 85-102 when the server is full. But now I am seeing choke and the fps is down to around 65-120. I had only 1 core assigned to it out of the 8 and it was at 40% load so I assigned another core and the problem with choke and low fps continues.

Thoughts?
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#8
choke is either server or network not being able to gt enough data to your client. what happens when you lower the tickrate? does choke go away? what is your upload bandwidth? who are the network providers?
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#9
The box is sitting on the XMission pipe (a large ISP in Utah), a pipe that has more then enough bandwidth availble. I have not tried lowering the tickrate yet because the server is pretty well populated and I don't want to, hah... I just want the damn thing to work. Plenty of box, plenty of pipe.

Grrr
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#10
choke is the server itself or in rare cases the network from the server. i'll quote from whisper:
Code:
Choke is quite simply the server wanting to send an update to the client, but cannot.

    * If the server cannot sustain the tickrate, you get choke (You may not actually get choke, but the server will lag very badly)
    * If the server cannot sustain the fps the tickrate requires, you get choke
    * If the server cannot sustain the fps the sv_minupdaterate requires, you get choke
    * If the server cannot sustain the the sv_minupdaterate, you get choke
    * If the server connection cannot sustain the bandwidth required to support the updaterate, you get choke
    * If the server connection cannot sustain the bandwidth required to support the sv_minrate, you get choke
    * If the required bandwidth demanded by the sv_maxupdaterate exceeds the sv_maxrate, you get choke
    * If the clients connection cannot sustain the bandwidth required to support the cl_updaterate you get choke
    * If the clients required bandwidth demanded by the cl_updaterate exceeds the rate, you get choke
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#11
fqdn Wrote:choke is the server itself or in rare cases the network from the server. i'll quote from whisper:
Code:
Choke is quite simply the server wanting to send an update to the client, but cannot.

    * If the server cannot sustain the tickrate, you get choke (You may not actually get choke, but the server will lag very badly)
    * If the server cannot sustain the fps the tickrate requires, you get choke
    * If the server cannot sustain the fps the sv_minupdaterate requires, you get choke
    * If the server cannot sustain the the sv_minupdaterate, you get choke
    * If the server connection cannot sustain the bandwidth required to support the updaterate, you get choke
    * If the server connection cannot sustain the bandwidth required to support the sv_minrate, you get choke
    * If the required bandwidth demanded by the sv_maxupdaterate exceeds the sv_maxrate, you get choke
    * If the clients connection cannot sustain the bandwidth required to support the cl_updaterate you get choke
    * If the clients required bandwidth demanded by the cl_updaterate exceeds the rate, you get choke


Thanks for that.. very imformative.

Pretty sure the FPS is the issue as it tends to dive when the server is full. I need to figure out how to get the server to use more CPU and sustain high FPS.
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#12
Well, FPS is not the issue.

On a seperate private server I observed some minor choke of about 1-6, with the high-end coming on game restart and a fluctuating low end of 1-3 throughout game play.
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