Re: [Opentnl-general] CPU 97%
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From: Allan S. <Sim...@ro...> - 2005-03-07 04:14:27
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--- hongtao <hon...@ho...> wrote: > i am studying the TNLTest program, when the server > is runing, even if no client to log in, The CPU will > be hold by > the server at 97% to 100%. > Without having disected the program in-depth, I would assume that it's running in a tight loop at the moment. As such it'll use whatever CPU is available. Even if it's using 97% with 0 users, doesn't mean it would use more than that as you add more clients. Having said that, I'm not convinced that OpenTNL is ideal for MMOGs (if anyone on the list knows different, please speak up :) ) - it's optimized for peer-hosted servers (such as Quake, Halflife or Tribes), rather than centrally hosted ones. Different paradigms. With a peer-hosted service, latency is usually your key issue. Gaming is often twitch-based (FPS). With MMOGs, CPU and bandwidth consumption is much more important. While many peer-hosted games these days needs broadband connectivity for 16+ clients, your average MMOG rarely sends more than 1-2 kb/s to each client, since it's paying through the nose for each MB of data transmitted on it's network. Latency is horrific, but since gameplay by and large isn't twitch-based, it's not much of a problem. Best of luck; Allan Allan Simonsen sim...@ro... ICQ# 16606984 __________________________________ Celebrate Yahoo!'s 10th Birthday! Yahoo! Netrospective: 100 Moments of the Web http://birthday.yahoo.com/netrospective/ |