Ventrilo, managed dedicated, and priority/limits

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mukunda
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Ventrilo, managed dedicated, and priority/limits

Post by mukunda »

Just a few more details I need for our upcoming meeting... :)

Can a ventrilo server be added to a managed dedicated server free of charge? or do we still have to order that service separately (due to the licensing ventrilo has)

If so... How much cpu power would you say ventrilo 'players' use in comparison to a normal gameserver? Ie would 24 people in a ventrilo channel equal that of a 24 slot tf2 server? or would be be half of the load? ...or a quarter?

For a managed dedicated server, can we still set the CPU priorities for each gameserver? Our main concern is minecraft stomping on everything; all of our other gameservers are reasonably predictable.

And how about CPU limits? When our CS:GO server restarts every round it has a very harsh re-loading time, which could maybe push the load over the top and choke something else on the system. We want the CS:GO server to have high priority--except when it is restarting the round. This may or may not be an issue since we're assuming its going to use near the limit of a single core, so it will be naturally limited by the core being maxed out.
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Re: Ventrilo, managed dedicated, and priority/limits

Post by kraze »

I typed up a nice response to your question and then got logged out of the forums, sorry about the added delay.
Can a ventrilo server be added to a managed dedicated server free of charge? or do we still have to order that service separately (due to the licensing ventrilo has)
We currently do not support adding VOIP servers to managed VDS's. You can however add them on to the same package via the VDS order page.
If so... How much cpu power would you say ventrilo 'players' use in comparison to a normal gameserver? Ie would 24 people in a ventrilo channel equal that of a 24 slot tf2 server? or would be be half of the load? ...or a quarter?
I do not believe you can compare those. VOIP is very light on resources for the most part and I wouldn't expect that to cause you any issues.
For a managed dedicated server, can we still set the CPU priorities for each gameserver? Our main concern is minecraft stomping on everything; all of our other gameservers are reasonably predictable.
You can add high priority via the order page I wouldn't expect it to be needed. We've found that keeping load low such as below 50% will work better. You cannot set affinities or any type of real time scheduler.
And how about CPU limits? When our CS:GO server restarts every round it has a very harsh re-loading time, which could maybe push the load over the top and choke something else on the system. We want the CS:GO server to have high priority--except when it is restarting the round. This may or may not be an issue since we're assuming its going to use near the limit of a single core, so it will be naturally limited by the core being maxed out.
What do you mean by restarts every round? Do you actually reboot the server, reload the map..etc?

I would expect a slight spike in resources when servers are booting but if you keep your load low enough(50%) it shouldn't be an issue. It is also possible a configuration issue or addon is adding extra load.
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Re: Ventrilo, managed dedicated, and priority/limits

Post by Edge100x »

In terms of CPU spikes when a level is loaded, these shouldn't cause noticeable problems overall as long as you have multiple CPU cores. This is part of the reason for us requiring a larger VDS for managed game server use.

With a Linux managed VDS, we also have a tool for limiting CPU usage on a per-server basis. For instance, you could limit the Minecraft server to using 200% CPU (two processor cores).
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Re: Ventrilo, managed dedicated, and priority/limits

Post by mukunda »

kraze wrote:What do you mean by restarts every round? Do you actually reboot the server, reload the map..etc?
Our CS:GO server has a lot of plugins that have to set stuff up at the beginning of a round, such as setting up props, resetting data tables etc, along with the normal round cleanup the server does (and not to mention the videogame mod you may have seen, so it takes maybe a half-second of full power :) but again since we're assuming csgo will use an entire core i guess its not really an issue
Edge100x wrote:With a Linux managed VDS, we also have a tool for limiting CPU usage on a per-server basis. For instance, you could limit the Minecraft server to using 200% CPU (two processor cores).
This is great, from what I read earlier you said minecraft only has support for managed Linux as of now so we were planning on going Linux anyway. (and I hope people don't mind that were going to limit it to 50% of a core :P) Minecraft is basically the only unpredictable game we are going to run.

One last question... it wasn't really clear from what I've read in the knowledgebase; can IPs be retained if moving from a managed VDS to a managed dedicated server?
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Re: Ventrilo, managed dedicated, and priority/limits

Post by Edge100x »

Yes, it is possible to move a game server between VDSes and machines in the managed system, as well as to move servers between the managed system and regular shared/standalone system. When doing this, the IP of the server is retained, and its files and settings are also copied, so it's a seamless transition.
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