The database field that stores CPU usage is capped
at 255, so unless it actually lets 100% be total for
all CPUs, then there will be problems for hosts with
more than 2 and a half CPUs.
However, this problem is unfortunately not quite that
simple. For instance, for CSS-servers the reported
CPU-usage depends on the kernel jiffies, also
commonly known as tickrate (not to be confused
with the game's tickrate) or Hz. In CSS this is assumed
to be 100, but in order to run a good CSS-server, it
should be much higher. 1000 is a value that is
commonly used, and this results in reported CPU-
usage 10x as high as actual usage (easily verified
with 'top' which reports correctly).
I don't know if GC can correct for this, but if you can
then the following relation gives correct cpu usage
for CSS and other games that report incorrectly (RO
comes to mind, probably all steam-games):
cpu_usage = reported_cpu_usage * jiffies / 100
Edit: This may only apply to game stats and not host
stats. Don't know the method you use to pull this info.
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