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Tickrate enabler


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Heartless 1.0
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Join Date: Aug 2010
Old 05-05-2011 , 10:35   Re: Tickrate enabler
Reply With Quote #21

It does work. I use it on my deathrun and zombiemod servers.
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nightrider
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Join Date: Dec 2008
Old 02-06-2012 , 21:55   Re: Tickrate enabler
Reply With Quote #22

Just an update to the thread.
Plugin still works, but has diminished value after the October Valve update.
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Zephyrus
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Old 02-08-2012 , 22:46   Re: Tickrate enabler
Reply With Quote #23

Quote:
Originally Posted by nightrider View Post
Just an update to the thread.
Plugin still works, but has diminished value after the October Valve update.
fyi srcds is still only using 1 thread -> your 12 cores mean nothing in a comparision...
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Nolongerinthegame
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Join Date: Sep 2005
Old 02-16-2012 , 09:58   Re: Tickrate enabler
Reply With Quote #24

Quote:
Originally Posted by Zephyrus View Post
fyi srcds is still only using 1 thread -> your 12 cores mean nothing in a comparision...
Ive heard this is true as well, it uses 1 thread. So why do people still buy quad core dedicated servers? Surely the clock speed is most important for srcds

Last edited by Nolongerinthegame; 02-16-2012 at 09:58.
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nightrider
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Join Date: Dec 2008
Old 02-24-2012 , 18:32   Re: Tickrate enabler
Reply With Quote #25

Quote:
Originally Posted by Zephyrus View Post
fyi srcds is still only using 1 thread -> your 12 cores mean nothing in a comparision...
Yes I am well aware that srcds is only single threaded.
It's all about raw CPU single core power.
I hope Valve will make CS:GO's dedicated server engine multi threaded.

Quote:
Originally Posted by nelioneil View Post
Ive heard this is true as well, it uses 1 thread. So why do people still buy quad core dedicated servers? Surely the clock speed is most important for srcds
Well I do have more than a single srcds server install running.
Fourteen srcds servers currently online + Sourcebans + HLStats
So it works for me, but yes if you only have a single server it would not be needed.

My full server listing here
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Last edited by nightrider; 02-24-2012 at 18:35.
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Nolongerinthegame
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Join Date: Sep 2005
Old 02-27-2012 , 08:39   Re: Tickrate enabler
Reply With Quote #26

Quote:
Originally Posted by nightrider View Post
Yes I am well aware that srcds is only single threaded.
It's all about raw CPU single core power.
I hope Valve will make CS:GO's dedicated server engine multi threaded.


Well I do have more than a single srcds server install running.
Fourteen srcds servers currently online + Sourcebans + HLStats
So it works for me, but yes if you only have a single server it would not be needed.

My full server listing here
So do you run one server per core? I am confused exactly how srcds load balances if you do not specify affinity when you launch it.
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asherkin
SourceMod Developer
Join Date: Aug 2009
Location: OnGameFrame()
Old 02-27-2012 , 09:32   Re: Tickrate enabler
Reply With Quote #27

Quote:
Originally Posted by nelioneil View Post
I am confused exactly how srcds load balances if you do not specify affinity when you launch it.
That's handled by your OS, not SRCDS.
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MrBrightSide
Member
Join Date: Jun 2011
Old 02-28-2012 , 17:50   Re: Tickrate enabler
Reply With Quote #28

Hello i trying to install tickrate enabler 0.2, and do i use meta mod, or no and how do i test it 2 see if i got it to work?
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nightrider
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Join Date: Dec 2008
Old 02-28-2012 , 18:07   Re: Tickrate enabler
Reply With Quote #29

Quote:
Originally Posted by nelioneil View Post
So do you run one server per core? I am confused exactly how srcds load balances if you do not specify affinity when you launch it.
On my primary CS:S dust2 servers I run them on a single core.
Only my dust2 servers run the tickrate enabler.
Some of my other less important servers I double up on a core.

As asherkin pointed out the affinity is handled by the operating system.
I have FireDaemon Pro assign the affinity for each server.
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Last edited by nightrider; 02-28-2012 at 18:09.
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ocwoody
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Join Date: Nov 2010
Location: huh
Old 08-22-2012 , 19:41   Re: Tickrate enabler
Reply With Quote #30

Seems this no longer works after today's update?

Anyone have a fix?
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