[cod] Grey Matter on CPU usage...
Geoff Goas
gitman at gmail.com
Tue Oct 19 17:12:48 EDT 2004
What about CPU usage with the non-UO maps? Has that been addressed?
On Tue, 19 Oct 2004 13:29:40 -0500, Neil @ TWA Studios
<neil at twastudios.com> wrote:
>
> 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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