How could ESL host lots of game servers (especially LAN games), to meet demand? Must maintain Quality of Service (QoS)! Multi-Thread Memory Intensive: Size/Throughput/Latency Network I/O Intensive: Throughput/Latency LAN game servers, like Counter-Strike* 1.6, are usually: ĬPU Intensive: Single Thread vs. “Simple” way: A few game procs per server! īut lots of servers $$, space, W Is there a better way?ĮSL had a challenge: Host lots of game servers without compromising Network - single IP address? File system Impractical/unmanageable to run many server procs on one machine LAN game server code sometimes not built to make hosting easy Usually CPU-intensive Scaling up LAN game servers could be hard + expensive Hosting lots of LAN game servers can be harder 1 is easy How would you host 100 LAN games? 1000? 10,000? SW/HW designed for throughput and availability, as needed Industry knows how to host a “typical” MMO New hardware and software technologies let us virtualize more.Įlectronic Sports League*: Largest online gaming community in Europe Įlectronic Sports League (ESL) has >1 million active members1 MMO hosting is well-understood, but hosting lots of LAN game servers can be hard.Ĭan we virtualize LAN game server code? Electronic Sports League (ESL) tests showed it can be done. Virtualization for the Win! Scaling Electronic Sports League’s servers way up Sreeram Sammeta Paul Lindberg Intel
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