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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.
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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
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
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
Request processing time at the server (800MHz processors, large map)
Server execution time breakdown (800MHz processors, large map)
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
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