usually i get the same amounts and my cpu usage never went that high...well my css server never had over 12 or 14 people in at the same time lol, but still
More CPU is used while you are remoted into your server
~ Mooga ...w00t? - SRCDS.com on Twitter Please do not PM me for server related help
fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected. that's the 2 sentence explanation.
07-19-2008, 06:49 PM (This post was last modified: 07-19-2008, 08:30 PM by janne.)
HBS|Ryan Wrote:same amount of people in game each time?
njoker555 Wrote:usually i get the same amounts and my cpu usage never went that high...well my css server never had over 12 or 14 people in at the same time lol, but still
16 players in the first example and 14 in the second.
(You can see number of players in the rightmost column of the stats)
The high cpu usage might be cpufreq was on "ondemand" rather than "performance" at this time.
btw.
It's a CSS DeathMatch server at tick100.
Running on Intel Q6600 and
Debian4r3 kernel 2.6.25.8-rt7-vanilla #1 SMP PREEMPT RT Tue Jun 24 18:09:35 CEST 2008 i686 GNU/Linux
"the box said 'requires windows xp or better'. so i installed linux"
Linux Ubuntu 9.04 Server 2.6.30-vanilla #1 SMP PREEMPT x86_64
Surely, this is only due to the fact your actually interrupting the console itself and will cause it to jitter? Rather then using less CPU usage and doing it remotely using HLSW or ingame.
@janne
Very strange. I got similar results myself too.
I used Zyrain's rcon tool [ http://trog.qgl.org/browse/docs/code/hl2rcon.c ] and looped it in a shell script doing one "stats" every one second. Then at the same time I did "stats" directly to the console. I didn't count, but in the 20-25 seconds I got about 20 times maximum ~250 FPS with rcon tool, and from console I got it about 5-10 times.