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Edge100x wrote:Python, I'm going to try switching you to the new Xen. You can expect to see that tomorrow morning, if all goes as planned with further testing today.
Thanks John i look forward to testing this with you. I'm assuming the xen host will require a reboot which will take down my server breifely. That's fine just let me know.
Yeah we were seeing the same thing without the splitpacket command(imagine doubling the players and then seeing spikes ), I would run it at a reasonable amount, for 32 slot TF2 50k seems fine, and will provide a seamless play experience for anyone without net_graph on. If you want the best net_graph possible with around the same play experience, you can max it out. We run 175k for our ze and 75-100k for our TF2 servers.
EDIT: john, is openvz's overhead less or more than xen? We ran our 50 slot server on a 1230v1 on openvz on a lightly loaded shared machine before we came here and we had no performance issues like we experienced on xen here.
soja, it depends on the configuration of both. Xen is low-overhead when done correctly, and should be comparable. It also has far fewer limitations than openvz (openvz requires running the same kernel for all VPSes, for instance, and guests have to use the same type of file system), making it better for general-purpose virtualization.
I'm not sure what else to recommend trying while continuing to run Linux, then, if you're already running a properly PV-on-HVM setup and plugin-free server with -threads 1, sv_parallel_sendsnapshot 1, and proper rate settings, etc.
I also don't have a lot of managed Linux clients (whether on a VDS or not) with busy 32-slot servers to compare you to here, to be honest, so I'm not sure what the performance baseline for a server like yours should be. We have a few clients with busy servers on managed Windows VDSes and they have stable tickrates that remain in the 60-70 range, though.
If this was a virtualization-related issue, I was actually expecting that Xen upgrade to help quite a bit. I'd also expect for both Windows and Linux servers to be adversely affected.
Historically, GoldSrc, Source, and Orangebox games have performed much worse on Linux than Windows, but I had thought that Valve improved the situation with their recent updates. It is possible that they haven't.
(You posted the bit about the support request as I was typing this. There's nothing different that I'd say there.)
Edge100x wrote:I'm not sure what else to recommend trying while continuing to run Linux, then, if you're already running a properly PV-on-HVM setup and plugin-free server with -threads 1, sv_parallel_sendsnapshot 1, and proper rate settings, etc.
I also don't have a lot of managed Linux clients (whether on a VDS or not) with busy 32-slot servers to compare you to here, to be honest, so I'm not sure what the performance baseline for a server like yours should be. We have a few clients with busy servers on managed Windows VDSes and they have stable tickrates that remain in the 60-70 range, though.
If this was a virtualization-related issue, I was actually expecting that Xen upgrade to help quite a bit. I'd also expect for both Windows and Linux servers to be adversely affected.
Historically, GoldSrc, Source, and Orangebox games have performed much worse on Linux than Windows, but I had thought that Valve improved the situation with their recent updates. It is possible that they haven't.
(You posted the bit about the support request as I was typing this. There's nothing different that I'd say there.)
John, i would be willing to do a stress test on a 32 slot TF2 vanilla server(with sm/mm installed) with my community if you would like on a vds trial on a managed linux install on the 2.9Ghz system.
As a follow-up to this, soja tested a full 32-slot TF2 server on a managed Linux VDS and it performed at a solid 65+ FPS, so this turned out to not be a Linux-specific or virtualization-specific problem. It's still not clear what is causing Python's dips, but switching to a managed Linux VDS may help him.
1. Server.cfg used
2. Command Line Start parameters.
I'd like to test with identical settings. I don't think sd_doomsday was a good map to test, would of made more sense to compair apples to apples (eg. goldrush) since i had stats outputs from there.
Most CP maps run almost 66.7, the payload maps take the largest hit on the server. Anyways id like to try to clone my server settings to be identical to what you tested with. I'll also try running sd_doomsday with my current settings to see how it compares.
Server cfg was stock nfo, but we used more intense settings to stress the server as much as possible:
net_splitpacket_maxrate 450000 (450k, anything over 150k is the same usually)
net_maxcleartime .01
sv_parallel_sendsnapshot 1
sv_minrate 100000 (100k)
sv_maxrate 0