[bf1942] High CPU load in BF:V linux server

Andrei Rjeousski andrv at myrealbox.com
Tue Mar 16 16:22:22 EST 2004

Yes, there is only one instance of BF:V running on the machine and no, it
isnt coop. Since my server is on the fast line it got busy pretty fast with
the release of the game. 
The server util % i am talking about is from within the status monitor. It
seems that server can do 24 people without any problems it just sometimes
jumps to 130% or so.. but as soon as i increase it to 26 it becomes totally
I've also noticed that it only happens on some maps, but didnt have a chance
to observe it much. Right now i have 24 people on the server on the HUE map,
and it just jumped to 170%.
If you need some more information, please let me know.


From: Peter Chang [mailto:peter.chang at dicecanada.com] 
Sent: March 16, 2004 7:11 AM
To: 'bf1942 at icculus.org'
Subject: RE: [bf1942] High CPU load in BF:V linux server

From: Andrei Rjeousski [mailto:andrv at myrealbox.com]
Subject: [bf1942] High CPU load in BF:V linux server

With the release of bf:v i've removed EOD server and installed latest bfv
server. Today was not a good day... First of I tried running 30 people on
BFV server but people complained about the lag... so ive put it down to 24
but people were still complaining. So ive had to reduce number of spots on
DC server down to 24 as well. Now it seems to run alot smoother and no one
complains, however from console, i can see that the game usually starts with
around 30% util, but sometimes jumps to 100% and even 200%. Fps drop down to
20 and people start getting rubber skating effect. 

eek! this is running  a single instance on the machine? i've not seen it
this bad ever. are you running coop? (i'm trying to figure out if bot
computation is also mixed w/ the normal physics stuff)

Could anyone suggest me what can be done about the lag? It is NOT a network
lag, since we have a full 100mbit line to the server. I know BF1942 was
limiting server to 60fps, is there any reason why the same was removed for

andreas pointed out to me that my fps computation was wrong, but i haven't
sat down to figure out what i had screwed up there. this # alone is probably
not a good thing to look at, but the utilization is scary.
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