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owning a server box
Posted: Wed Jun 14, 2006 6:05 pm
by blind
hello my clan was interested in geting a server box but its 1000gb limit?
anyone with past experience with boxes tell me how many games you ran and how much i'd take up a month
need to see if 1000gb is enough for what we are looking for cause i have no clue hehe. thanks
Posted: Wed Jun 14, 2006 6:14 pm
by Games
i believe a 20slots cs:source server generate's around 500gb a month ?
Posted: Wed Jun 14, 2006 6:39 pm
by MoOnLiGht
no ..
i dont have more than 2 gigs/month with 44 slots ..
the traffic displayed by confixx
i don't know it is really correct
Posted: Wed Jun 14, 2006 6:59 pm
by lex_talionis
Just to make it easy for you, YES one terabyte/mo is more than enough.
Now, it mostly depends on whether or not you use sv_downloadurl to host your custom maps/models/sounds etc. These files are the biggest hit to your BW.
Lex
Posted: Wed Jun 14, 2006 11:45 pm
by SauceHelmet
Just to stay on topic, Lex - how many slots could the following specs hold running ZM at 33 tic?
Base System Configuration:
* AMD 3000+ Barton
* 80GB IDE Hard Drive
* 1024MB RAM
* Bandwidth: 1000GB
* IP Addresses: 8 (5 usable)
* Private VLAN
* Basic Resource Monitoring
* FreeBSD, OpenBSD, Linux, Windows*
* 100% Self Managed and Dedicated
Thanks bud.

Posted: Thu Jun 15, 2006 12:20 am
by lex_talionis
SauceHelmet wrote:Just to stay on topic, Lex - how many slots could the following specs hold running ZM at 33 tic?
Base System Configuration:
* AMD 3000+ Barton
* 80GB IDE Hard Drive
* 1024MB RAM
* Bandwidth: 1000GB
* IP Addresses: 8 (5 usable)
* Private VLAN
* Basic Resource Monitoring
* FreeBSD, OpenBSD, Linux, Windows*
* 100% Self Managed and Dedicated
Thanks bud.

Configured and resourced right, I'd try to push 60 slots! Anyone running a high-slot ZM server? Our 46-slot 33tic office server draws about 22%cpu at full load on a dual xeon 2.8 with a gig of ram.
Lex
Posted: Thu Jun 15, 2006 2:46 am
by Undisclosed
i really wonder how....dont most ppl lag like hell with 40+ models running around?
Posted: Thu Jun 15, 2006 5:39 am
by SauceHelmet
Well, I'm running a 40 slot at 33 tic and when its full we experience 0 lag or FPS drops as long as we're not playing a poorly compiled map - which I believe the server no longer has any, I started with 106 maps, deleted the low FPS maps, leaving me at about 50, then got rid of the ones that were too small, now I'm at about 30.
Lex's 40+ slot isn't running ZombieMod, it's regular CSS at 20 CPU, so unless he was running ZM with 46 slots I'd ask him if there was lag.
Also, side note: The 40 slot I'm running isn't on its own shell or box, it's simply rented, other servers are on the same box. However, the host did agree to run the SRCDS.EXE at always above normal priority (thanks to Lex for the suggestion

) and a 500 FPS boost, however I believe recently he lowered it to 250, which didn't change much. The one thing that made a huge difference, was the tic - When server was 66tic, 40 players lagged. Lowered to 33 and there is none, but at 33 I had to increase knockback, for zombies had 1500 wins and humans around 800 or so.
Lower tic really changes your cvars that were once equal with higher tic rates.
Also Lex, if that Barton can't do 64 slots with little stress, how will this do?
Base System Configuration:
* Intel Pentium 4 2.8GHz
* 80GB IDE Hard Drive
* 1024MB RAM
* Bandwidth: 1000GB
* IP Addresses: 8 (5 usable)
* Private VLAN
* Basic Resource Monitoring
* FreeBSD, OpenBSD, Linux, Windows*
* 100% Self Managed and Dedicated
Thanks
Posted: Thu Jun 15, 2006 8:50 am
by Games
i have 2 server's both 20slots and tickrate 100 and they run fine, but if you have more than 20slots tickrate 100 might be to high.
Posted: Thu Jun 15, 2006 3:28 pm
by lex_talionis
IMHO 100tic should only be used on private LAN. For example, if the server has the specs to handle up-to 100tic, then this is how I view differences between 33, 66, and 100tic.
1. At 33tic servers run just fine and when there are special maps (custom) that were not compiled by the experts (Valve), some of the inconsistencies are compensated for by using 33tic. So 33tic is a good overall "default" value for general fun/custom servers. If you are really nit-picky, you'll complain about the shot-registration and you'll do the occasional "wtf,wall hack!" On a scale of 1-10 (10 being best performance), the default 33tic holds at a modest 5.
2. At 66tic servers run very "tight" quick responses in all regards, shot registration, reloading, etc. Admins can expect an average 35% increase in cpu time (more with higher slots). The 66tic server holds a great place for serious public servers between 15 and 30 slots on good/standard maps like Italy, Dust, etc. On a scale of 1-10, the 66tic scores a whopping 9!
3. At 100tic based on the server type mentioned in #2, you're gonna see an average 50% increase in cpu time and hardly noticeable improvement in the "tight" factor (in all likelihood, you may experience less performance). On a scale of 1-10, the 100tic scores 9.9, THAT'S ONLY A .9 INCREASE FROM 66tic.
I stand fast and believe this to be true in my eyes.
Now, last I heard, the server exe (srcds.exe) is still single-threaded (meaning it doesn't take advantage of HT or multi-proc). So with that being said, here are my thoughts:
If you have a server where network poses no bottleneck (meaning you could handle at least 100slots), which btw Sauce, your network specs mentioned above leave me to believe that this is the case, then I'd say this...
Any server with at least the below specs should be able to run a 60-slot server, so long as it's the only srcds.exe process running on the box, there are no other resources running on the box other than the OS, the srcds.exe process is set to above-normal pri (not any higher), timer resolution is enabled so you can achieve >500fps server-side (fps boosting, which does help marginally), and the configs set correctly:
1. At least a P4 2.8Ghz with HT enabled (we've tried disabling and it made it worse for us). Believe it or not, you can acutally run a bare-bones server on a PIII (I wouldn't recommend it)
2. At least 1Gig of RAM, preferably 2Gig (latest gen/speed RAM) With 2Gig I'd experiment using the -heapsize command line switch
3. For HD, it's not the size as much as the type. These HD's that your are mentioning, are they PATA/SATA 7200 8mb cache types or are they nice fast file-server type SCSI Ultra320 15KRPM drives? I'd recommend fast SCSI 36gig drives.
Lex
Posted: Thu Jun 15, 2006 4:15 pm
by Games
Well 1 rented 1 cs:source server and got one cs:source server from our host.
But please feel free to check on 1 of our 2 zombie servers and see if it runs ok.

Posted: Thu Jun 15, 2006 6:55 pm
by SauceHelmet
Games wrote:i have 2 server's both 20slots and tickrate 100 and they run fine, but if you have more than 20slots tickrate 100 might be to high.
Before I was aware that tic and ZM don't mix too well, I was running a 32 slot beta-testing server with 100tic, it ran ok, I didn't see many drawbacks, then again I could of generalized the lag into that of some other problems, other than tic - what really got me, was when the server got full, the CPU usage was above 80%, thus I had the tic lowered to 66, which seemed to be the sweet spot for a while.
Only now with 40 slots I wouldn't dare go anything higher than 33, even if the server is running well compiled maps, and thanks for all the info Lex, I've been planning out some changes and want to run more slots for ZM, thinkin' a ded server will be the best way to go.

Posted: Thu Jun 15, 2006 7:14 pm
by personaljihad
They're SATA.
Posted: Fri Jun 16, 2006 1:18 am
by SauceHelmet
No SATAII?
Posted: Fri Jun 16, 2006 3:12 am
by blind
ok cause this is our goal
to have atleast 4-5 servers up at a time
css 16 slot
bf2 unranked 20
2 bf2 unranked 28 slots
think Bw would go over or if that machine can even handle?
trying to find a machine we dont have to pay out the ass for to get this accomplished hehe
thanks for input this helping me tons