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Server Talk
2014-06-20, 11:36
1257 posts

Jan 2006
I was wondering how many resources mvdsv+ktx needs. what if we add one more port? what about qwfwd? fteqw? qizmo?..

Nowadays anyone can rent a VPS, its so easy. but how much you need to host your servers? (or other stuff you might find useful, like a irc bouncer, squid http proxy, etc etc etc..)

Here's an example. i took this info from the new Miami servers, which are hosted at Semoweb. we got the cheapest one.

So this server, right now, is running 2 mvdsv+ktx ports, one qizmo and one qwfwd. 0 players everywhere

:~# free -m
total used free shared buffers cached
Mem: 128 106 21 0 0 46
-/+ buffers/cache: 60 67
Swap: 128 96 31

~# vmstat
procs -----------memory---------- ---swap-- -----io---- -system-- ----cpu----
r b swpd free buff cache si so bi bo in cs us sy id wa
0 0 98756 21804 0 47552 0 0 0 0 0 1 0 0 100 0

top ordered by Memory usage
top - 15:37:25 up 17 days, 5:23, 1 user, load average: 0.00, 0.00, 0.00
Tasks: 33 total, 1 running, 32 sleeping, 0 stopped, 0 zombie
Cpu(s): 0.2%us, 0.1%sy, 0.0%ni, 99.8%id, 0.0%wa, 0.0%hi, 0.0%si, 0.0%st
Mem: 131072k total, 115724k used, 15348k free, 0k buffers
Swap: 131072k total, 98756k used, 32316k free, 52004k cached

11976 root 20 0 116m 36m 1956 S 0 28.5 114:30.43 mvdsv
11981 root 20 0 116m 13m 1880 S 1 10.7 110:16.76 mvdsv
22531 root 20 0 79008 3560 2828 S 0 2.7 0:00.01 sshd
22533 root 20 0 17772 1960 1428 S 0 1.5 0:00.00 bash
528 bind 20 0 154m 1812 944 S 0 1.4 0:00.16 named
6452 www-data 20 0 71256 1696 1104 S 0 1.3 0:00.00 apache2
19969 www-data 20 0 71256 1640 1012 S 0 1.3 0:00.00 apache2
6451 www-data 20 0 71256 1616 1028 S 0 1.2 0:00.01 apache2
6453 www-data 20 0 71256 1616 1024 S 0 1.2 0:00.00 apache2
611 www-data 20 0 71256 1536 964 S 0 1.2 0:00.01 apache2
22537 root 20 0 18944 1272 1020 R 0 1.0 0:00.00 top
11988 root 20 0 12988 908 724 S 0 0.7 8:08.66 qwfwd.bin

im not sure what happens if the servers were full. i'm not a linux expert, but according to "free" it looks like there's plenty of free memory, more than 50%. on "top" though, that's not what it looks like. im confused

any1 who knows more about linux can give some tips to help determine the minimum specs needed ?
never argue with an idiot. they'll bring you back to their level and then beat you with experience.
2014-06-20, 16:53
373 posts

Sep 2009
I would love to know this too... specially the BANDWITH used by each player!

there were 2 good comments here.

mihawk wrote:
I monitored an instance of mvdsv and correct me if im wrong but those were the results:
basic setup with ktx and orignal maps from quake:
server setup disk usage ~58mb (may increase very slowly with time for the log files and demos recorded)
mvdsv binary ~500kb
physical memory usage ~40mb
bandwidth ~1.3kb up/down link with 16 players... all udp packets
that bandwith w/o downloads being made from the server, only ppl playing...

dimman wrote:
That bandwidth usage is more of a best case scenario mihawk. What happens when people start to download demos for example?
(QW Nickname: AL.Kernell)
2014-06-22, 23:06
1329 posts

Apr 2006
wernerml wrote:
I would love to know this too... specially the BANDWITH used by each player!

Still using caps everywhere it seems...

Worst case scenario at 77fps (physfps) with a lot of players shooting nails all over the place = around 27000cps inbound (from server to client, measured value with Qizmo). In reality this will never happen during normal gameplay, even with 4on4 games and like at penta @ dm3. Depending on the game mode, you can see anything from 2kB/s (duel) to something like 15-20kB/s peaks (4on4) but if you average all this, it's less than 10kB/s for each player in 4on4.
Servers: Troopers
2014-06-23, 10:46
1024 posts

Apr 2006
Also, don't be fooled by the MEM% shown from ps/top, it's virtual memory only. Simplified: It's how much memory the application theoretically could use, but not how much it's actually using.

Better to either check /proc/[pid]/smaps for PSS for the application, or /proc/[pid]/status and check RSS for how much memory it takes combined with att the shared libraries it uses (which will be more than the actual process takes itself).
2014-06-23, 11:25
232 posts

Feb 2006
One thing that would help a little bit on bandwidth is to use QW style shotgun spreads instead of NetQuake ones as is availbe in KTX these days/most servers I've palyed on (bear in mind I'm on the east coast of AUS and so only play in AU/US) have enabled. Instead of sending 6 temp ents for every SG shot (and 14 for SSG) QW spreads only send one or 2. But they are HORRIBLY inaccurate. Not sure how much data they are though, could be a non-issue. A compromise might be to only bother with individual TE_GUNSHOT/TE_BLOOD messages for SSG (cos of large spread) and not for SG.
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