CPU Usage
-
- Regular
- Posts: 39
- Joined: Thu Mar 04, 2004 1:12 pm
<span style='color:white'>1 year ago, I told people to use some game servers with some maps becouse using 1 game server was too much RAM and CPU waste. ( each process take his part ).
Nowadays people tested several ways, siementech use 1 map per game server, a computer hosting can have like 15-20 game servers atm.
Did you tested? Please post here experience with maps hosting.
(eXtasis.Net have only 1 GameServer atm , the CPU usage is not hight but not low )</span>
Nowadays people tested several ways, siementech use 1 map per game server, a computer hosting can have like 15-20 game servers atm.
Did you tested? Please post here experience with maps hosting.
(eXtasis.Net have only 1 GameServer atm , the CPU usage is not hight but not low )</span>
-
- Member
- Posts: 111
- Joined: Sat Feb 07, 2004 10:35 pm
When I was hosting for Netoverlords/FFA a while back I had a lot of the larger maps. Aresden, Elvine, Middleland, Promiseland and Dungeons. I had 1 gig of ram at the time and never really had a major strain running all those maps.
Just as long as you keep them spread out, there really isn't *that* much strain on a well optimized/tweeked box. Even with over 100 players in my maps combined, it wasn't too laggy but the only lag that people were feeling was because of lack of bandwidth. I used to have only 256k upload available. Once I got up to 512kbit upload, nobody complained about lag for a long time.
So I guess you're right, splitting up maps to just one hgserver is better. I did try splitting Aresden once from all the shops/guildhall/church and so forth, and it ran much smoother. But over time the memory that sumabitch ate up started to take its toll.
Just as long as you keep them spread out, there really isn't *that* much strain on a well optimized/tweeked box. Even with over 100 players in my maps combined, it wasn't too laggy but the only lag that people were feeling was because of lack of bandwidth. I used to have only 256k upload available. Once I got up to 512kbit upload, nobody complained about lag for a long time.
So I guess you're right, splitting up maps to just one hgserver is better. I did try splitting Aresden once from all the shops/guildhall/church and so forth, and it ran much smoother. But over time the memory that sumabitch ate up started to take its toll.
(Sir Galahad the Pure)
Personally, I use certain gameservers for certain maps, such as each town for a game server, ML, PL, QM for one server, Huntzones for another and so on.
Thus, making it use about 4-5 GameServers. I've noticed that it doesn't truly matter, infact, the more you have running the more open ports you have which isn't the greatest...
Thus, making it use about 4-5 GameServers. I've noticed that it doesn't truly matter, infact, the more you have running the more open ports you have which isn't the greatest...
<img src='http://www.hbffx.com/jake.gif' border='0' alt='user posted image' />
Hi GB. Siementech uses 4 gameservers. My computer that I used to host HB is P4 2.8Ghz, 1024MB PC3200 DDR RAM, FX5900... I ran 56 maps, with 30+ players connected simaltaneously, and my CPU usage was pretty low, and there was never lag. My internet connection is 100MB/s.
Having problems or something?
Having problems or something?
HBx used a seperate server for:
Dungeons
Tower of Hell
Aresden
Elvine
ML/PL/Default/BI
Barracks
Arenas
Guildhalls
(I won't tell why I made guilds seperate cause that's my secret
)
The maps spread out that much ran well even on a 1GHz Celeron. And didn't eat too much RAM. I average it all used up approximately 150-200MB ram with most spawns on.
Dungeons
Tower of Hell
Aresden
Elvine
ML/PL/Default/BI
Barracks
Arenas
Guildhalls
(I won't tell why I made guilds seperate cause that's my secret

The maps spread out that much ran well even on a 1GHz Celeron. And didn't eat too much RAM. I average it all used up approximately 150-200MB ram with most spawns on.
-
- Member
- Posts: 111
- Joined: Sat Feb 07, 2004 10:35 pm
I used to keep guildhalls seperate then I started running sobame patches and the guildbug arrived so I started to use the pk-mode = 2 tag to get the guildhall npc to create/disband guilds. Is that your secret? To get the npc to work?
Nevermind, I know you're not going to tell.

(Sir Galahad the Pure)
-
- Loyal fan
- Posts: 339
- Joined: Thu Nov 20, 2003 6:41 pm
- Location: At a theater near you!
- Contact:
i used to host everything off my pc when i first started hbu and i could still use it without lagging the server. my pc stats arent the best but it managed to do fairly well. we used 7 hgservers all together i think..dunno if that helped to tell you the truth
oh yea i would remember it being in the 10-20% zones lol
oh yea i would remember it being in the 10-20% zones lol
wtf? i dont wanna kill myself
leave my sig alone!

-
- Member
- Posts: 111
- Joined: Sat Feb 07, 2004 10:35 pm
You know if you used the "pk-mode = 2" line in the gldhall_*.txt file for a sobame patched server that the guildhalls would work?lilmage wrote: lol. Actually, due to some previous modifications to the HGServers they wouldn't let people make guilds. So I split the guilds onto old unmodified ones and they work.![]()

(Sir Galahad the Pure)