26
Behaviour and Performance of Interactive Multi- player Game Servers hmed Abdelkhalek, Angelos Bilas, and Andreas Moshov

Behaviour and Performance of Interactive Multi-player Game Servers

  • Upload
    ama

  • View
    61

  • Download
    0

Embed Size (px)

DESCRIPTION

Behaviour and Performance of Interactive Multi-player Game Servers. Ahmed Abdelkhalek, Angelos Bilas, and Andreas Moshovos. Investigate the scalability of services provided by servers Multi-player games are enabled by a central server FPS typically supports under 70 users. Introduction. - PowerPoint PPT Presentation

Citation preview

Page 1: Behaviour and Performance of Interactive Multi-player Game Servers

Behaviour and Performance of Interactive Multi-player Game

Servers

Ahmed Abdelkhalek, Angelos Bilas, and Andreas Moshovos

Page 2: Behaviour and Performance of Interactive Multi-player Game Servers

Introduction

• Investigate the scalability of services provided by servers

• Multi-player games are enabled by a central server

• FPS typically supports under 70 users

Page 3: Behaviour and Performance of Interactive Multi-player Game Servers

The First Experiment

• 32 PII-400 MHz computers

• Machines connected on the same LAN

• Quake (FPS game)

• 1 human controlled player with the rest being automated players

Page 4: Behaviour and Performance of Interactive Multi-player Game Servers

Server incoming network throughput per client

Page 5: Behaviour and Performance of Interactive Multi-player Game Servers

Server outgoing network throughput per client

Page 6: Behaviour and Performance of Interactive Multi-player Game Servers

Server response size

Page 7: Behaviour and Performance of Interactive Multi-player Game Servers

Server received request rate

Page 8: Behaviour and Performance of Interactive Multi-player Game Servers

Server response rate (relies/s)

Page 9: Behaviour and Performance of Interactive Multi-player Game Servers

Server execution time breakdown

Page 10: Behaviour and Performance of Interactive Multi-player Game Servers

Graphics Rendering Time for Clients

Page 11: Behaviour and Performance of Interactive Multi-player Game Servers

Server response rate as measured at the clients

Page 12: Behaviour and Performance of Interactive Multi-player Game Servers

The Second Experiment

• Each client computer simulates 16 players

• Compare statistics on two maps, a small map and a big one

• use PIII-800 MHz computer as server later

• Use EMON to monitor the CPU statistics

Page 13: Behaviour and Performance of Interactive Multi-player Game Servers

Server response rate (small map)

Page 14: Behaviour and Performance of Interactive Multi-player Game Servers

Server outgoing network throughout per client

Page 15: Behaviour and Performance of Interactive Multi-player Game Servers

Server execution time breakdown (small map)

Page 16: Behaviour and Performance of Interactive Multi-player Game Servers

Request processing time at the server (small map)

Page 17: Behaviour and Performance of Interactive Multi-player Game Servers

Server response size (small map)

Page 18: Behaviour and Performance of Interactive Multi-player Game Servers

Server response rate (large map)

Page 19: Behaviour and Performance of Interactive Multi-player Game Servers

Server execution time breakdown (large map)

Page 20: Behaviour and Performance of Interactive Multi-player Game Servers

Request processing time at the server (large map)

Page 21: Behaviour and Performance of Interactive Multi-player Game Servers

Server response rate (800MHz processors, large map)

Page 22: Behaviour and Performance of Interactive Multi-player Game Servers

Request processing time at the server (800MHz processors, large map)

Page 23: Behaviour and Performance of Interactive Multi-player Game Servers

Server execution time breakdown (800MHz processors, large map)

Page 24: Behaviour and Performance of Interactive Multi-player Game Servers

Server CPU Behaviour

Page 25: Behaviour and Performance of Interactive Multi-player Game Servers

Conclusion

• Network bandwidth is not an issue• Incoming bandwidth per player on server is

constant with increasing number of players• Outgoing bandwidth per player increases

with increasing number of players• Memory requirement is not an issue• Use server response rate and average

response time for evaluation

Page 26: Behaviour and Performance of Interactive Multi-player Game Servers

Conclusion (cont’d)

• Can support between 60 to 100 players with the equipment

• Server utilization increases linearly with the number of players

• Doubling the speed of CPU results in a less than double increase in the number of players

• Room for improving server performance at the microprocessor architecture level