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Description
Testing using AMD with 64 cores.
If run at concurrency 50, works for a budget or two then gives 'game incomplete' fail.
Same situation concurrency at 40, 30.
Concurrency 20 works (so far).
Observing the CPU usage, there's a demand spike at the end of each game run (one budget), which for concurrency 30, 40, 50 takes CPU usage to 100% and the system gets its knickers in a twist and starts reporting fails.
At concurrency 20. CPU usage is 44%, 255 processes, 3372 threads, and 79Gb RAM in use.
At the end of each game run (one budget), CPU usage doubles to 80%, processes to 333, threads to 3590 and RAM to 131 GB. I'm getting away with concurrency 20, so far.
Guessing here, but it looks like, at the end of each budget for some reason, it fires up both master and test engines (2x20) and does some processing, using 40(?) cores for a few seconds?
It fails for high concurrency, because 60, 80, 100 core fire ups are too much for it? Well, too much when using my engine.
Is there anyway to lower the increased core demand at the end of each budget?