I'm sorry for being a little vague on that topic, im having a problem with the thread where i cannot edit it because each time it gives me back a message saying i have too many tags...
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Ahh, you've gotta love forum restrictions :)
[QUOTE=ps2cho]
Also you mention that you were running a 28 player CS Deathmatch on Linux not exceeding 100MB ? Im new to linux so im not sure how much RAM it uses yet...
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Yup. And the only reason it got that high is that people played cs_arabstreets which seems to really push things up. Currently, it's running at 56MB used (system has 183MB of 256MB free, so is using 73MB total, or 17MB for the rest of the system). I've run a CS:S and CS 1.6 server on this same system and it runs out of CPU horsepower long before memory becomes a problem (especially during map changes of the CS:S server).
[QUOTE=ps2cho]
I must disagree with that, watch memory usage when the server has no players and when it does, there is a clear distinction that memory drops when there are players on.
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All I can say is that is not what I have observed. It bounces around a bit (+/- a MB or two) during a match, but the fluctuations don't seem to be related to anything in particular. The Linux server most definately does not increase significantly up to 28 people, but I can't say how the Windows server performs over 16 people (though for me there was no significant increase going from zero to 16 people).
[QUOTE=ps2cho]
When i was using windows xp on my duron900 /w 386MB RAM (tweaked to the max with practically 90% services disabled etc..) I was about 260MB RAM left at desktop.
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~120MB memory usage at the desktop?!?!? A stripped XP should only be about 80MB, or possibly 60MB if you get really brutal.
[QUOTE=ps2cho]
I run HLDS with a full server at 16 players and im hitting about 45MB RAM left.
I'm sure that your server spiked with that amount of RAM. Sure it runs and its playable, but did it spike every few minutes?
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Nope, not at all. Ran perfectly smooth with people joining/leaving. It is running on a LAN connection, and everyone here has the maps that are on the server, so there's not that much activity when somone joins/leaves. On a public server, with people joining who need to upload/download from the server on connection, I could see how the CPU or bandwidth could get hit during a connection and cause some lag. Not memory usage (significantly) though. Actually, the biggest culprit might be pulling the information off the HDD. Unless it's cached, you're going to feel that a bit as HLDS doesn't do this optimally at all. Having more "free" RAM would help this.
[QUOTE=ps2cho]
I have observed that HLDS leaks memory on win32, but after a while i saw that it recooperates the memory and i saw no need to restart the server. I have heard also that linux has a huge memory leak currently going on and everybody in the steam forums are asking for a fix...
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For the Win32 server, I noticed it was proceeding like the Linux server: it would leak a small amount on each map change, even if it was only switching between two maps. Pretty much the same as the Linux server. The cheesy trick I use to make the server auto-restart is to include a "bad" map, one with a missing WAD. So once every 50 or so map changes, it hits the bad map and shuts down. It then get started up again by the auto-run script and the players are none the wiser.