CPU usage isn't useful beyond a basic idea of what the CPU is doing. But even then, you're going off total usage on a multicore CPU when UT is bound by a single thread, meaning one core is always pinned at 100%. Trust me, I've been dealing with single thread bottlenecks for a long time and the only fix is brute force with overclocked, high IPC CPUs. Server CPUs can't be overclocked (or even lock clocks), and unlocked clocks are retarded because load balancing schedulers always fuck around with what cores the threads run on (clock switching takes an eternity).pooty wrote: ↑Tue Aug 23, 2022 8:28 am Good news is that the server move really seemed to help the CPU usage. 26 players and barely a tick above 40% CPU. So obviously there's some sort of bottleneck on the netspeed (its a 1 GB network on server), so I think its an engine issue, since there doesn't seem to be a hardware limitation.
https://www.brendangregg.com/blog/2017- ... wrong.html
I don't know how much control you have over the OS, but is the power plan set to high performance? If hyperthreading is disabled, you can trick the CPU into locking its clocks by disabling idle, which is a hidden option in Windows power plan settings which keeps the cores in C0. With idle disabled you'll get much more consistent performance, especially with interrupt handling.
- The problem with averages: 80% utilized over 1 minute, hiding bursts of 100%.
- Turboboost varying the clockrate.
admin cmd.exe:
Disable idle on:
Code: Select all
powercfg -setacvalueindex scheme_current sub_processor 5d76a2ca-e8c0-402f-a133-2158492d58ad 1
powercfg -setactive scheme_current
Code: Select all
powercfg -setacvalueindex scheme_current sub_processor 5d76a2ca-e8c0-402f-a133-2158492d58ad 0
powercfg -setactive scheme_current