[cod] Grey Matter on CPU usage...

Neil @ TWA Studios neil at twastudios.com
Tue Oct 19 14:29:40 EDT 2004


Thanks for keeping us "in the loop".

Time to start hunting down those viable maps.

--Neil

-----Original Message-----
From: Ryan C. Gordon [mailto:icculus at clutteredmind.org] 
Sent: Tuesday, October 19, 2004 1:14 PM
To: cod at icculus.org
Subject: [cod] Grey Matter on CPU usage...


Just so you guys are in the loop, here's Grey Matter's view on the CPU
usage issues:

"...we have isolated the issue, and are working on solving it. However
we can't say at this stage how long it's going to take, unfortunately. I
would say within a few weeks at a guess, but it could stretch beyond
that in a worst case scenario."

My own technobabble, based on discussions with GMI:

The problem is largely due to traces through the maps, and many of the
UO maps aren't optimized for this (or, rather, they are fine for a beefy
CPU running one client or server, but the concept of stacking multiple
servers on one box wasn't really considered during development. Hey,
everyone makes this mistake at least once, so please cut GMI some
slack). If you want to get technical, this is a map issue and not a code
issue...this is important because you might find some UO maps (and
third-party maps) that are much more pleasant for your server than
others.

Each vehicle makes a lot of map traces every frame, but players and
certain other objects will make some, too, so certain maps will see
higher CPU usage even without vehicles.

So, there are non-vehicle CPU bottlenecks that are map-specific. If a
given map is a big CPU user, you can try a different one and possibly
get lower cost. I don't have a list of relative CPU usage on each map,
but until there's a patch, it would probably be a great service to other
admins if someone could play around and compile such a list.

And, as always, everyone's patience is appreciated while this gets
sorted out. Naturally, I'll keep you all posted as there is news.

--ryan.








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