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How many slots can my server run with css (fun servers so they will be 33tick or 66tick) on a:
Intel Xeon X3450 (Core i5, Socket 1156) 2.66GHz. 8mb cache. Hyper Threading
Asus server mobo (Core Logic Intel® 3420 PCH)
8GB DDR3 Ram
100mbit connection (In Amsterdam, no data limit)
Probably it will not only run css (maybe some 1.6 to).
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What OS you want it to be?
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(10-30-2009, 06:37 AM)Arjen Wrote: What OS you want it to be?
Debian (but if windows can run more servers then maybe windows 2003/2008 server)
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Id say you can put a good 64slot 100tickrate on each core and be fine.
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64slots 100tick on each core? Not in this decate!
It can barely hold 66tick stabile
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I would say 32 slots at 66tick, this will allow some room to play, but not much
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Meh, Ive run a 32 slot 66tick tf2 server on a q8200 with enough room to play. ( 70% usage on one core. )
So just give it a try, if it lags out, just lower the maximum slots.
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What kind of hardware you need to run a 64slot 66tick server?
I'm now running running a 36slot 33tic zombiemod (escape) server and this server will be moved to this hardware, but I also want to increase the amount of slots. Is that going to be possible?
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Pretty good/expensive hardware to run it on one core, but if you balance it between all 2 cores/all cores, you can run the 64 slot server no problem.
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Oh, for zombie mod, I wouldn't count on you getting past 40 without any problems... Also you cannot make srcds run on more than 1 core as it isnt multi threaded, it will only run on one core of a processor.
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Everyone knows that you let the OS choose which core(s) to run it on. It will share the load on all the cores. . . This way, you can have your desired slot count. Thus, it may cause some lag/bumps in the game server as it bounces from one core to another, but hence it is zombiemod, won't be that noticable.
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Really? Can anybody else verify this? Ive tried this but the game server will always just stay on one core, and once it hits 100% on the core it laggs like crazy.
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Yeah, this is why everyone tells you to choose a core, it is "suppose" to be better performance, because it keeps the os from bouncing it from core to core and causing the spikes. When I ran a GSP, I always let windows choose what was best for it, had absolutely no problems what so ever
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Really now... Ive never been able to get a gameserver to run on multiple cores, it would always just pick one and stay with it.
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You need to know what you are doing when setting specific cores to specific processes in order for it to work.
Basically what dualcore is doing is letting windows BALANCE the load of the cores, it will allow the srcds process to USE all the cores in the machine but it will NOT be able to use more than one at the SAME time.
So if for any reason the CPU0 gets used up 32% by some other process and the srcds is running on that too, windows will move srcds to a different core, for example CPU3 because it has the lowest loads and can run fine again on CPU3.
Now, if you are a bit advanced with computers and know how to manually set all the processor usages (you know exactly what process goes on what core etc), there won't be any swapping of cores by windows and effectively removing the almost unnoticeable lag spike that occurs when changing the CPU.
One of the major risks with setting the cores yourself is that when a process for some reason starts running on CPU2 while theres a srcds server using up a lot, srcds will keep running on that same core since you told it too and the other random process will lag out the server eventually. If in this case you didn't bind the srcds to that core it would've been lag free.
So yeah it is a bit like playing architect, but srcds will and can NOT use multiple CPU's at the same time
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