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Consolidation of a Performance-
Sensitive Application: Virtualizing
Electronic Sports Leagues
Gaming Infrastructure
White Paper
Intel® Xeon® Processor
7400-based Server
Abstract
An end-user case study with Electronic Sports League (ESL) using VMware ESX 3.5U1*
with NetQueue feature running on Intel® Xeon® processor 7400 series-based servers with
Intel® NICs supporting VMDq feature. Game servers are mission-critical, single-threaded,
processor-intensive, and network-latency sensitive. They were previously believed to be
“non-virtualizeable” due to the overhead of virtualization. In this case, we will show that
game QoS can be preserved on virtualized game servers when using the latest technologies
noted above. We’ll also show that large server consolidation ratios and cost savings can be
achieved at the same time.
Authors: Bob Albers, I/O Usage Architect, and Sreeram Sammeta,
Sr. Systems Engineer, Intel Digital Enterprise Group
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Inhaltsverzeichnis

Seite 1 - Gaming Infrastructure

Consolidation of a Performance- Sensitive Application: Virtualizing Electronic Sports League’s Gaming InfrastructureWhite PaperIntel® Xeon® Processor

Seite 2 - Table of Contents

ESL game testingAt ESL labs, we ran a series of tests cases that included private and public Internet testing. All these tests revealed that there is

Seite 3 - Virtualize Everything?

ROI DeliveredServer consolidationFigure 15 represents the CPU utilization and power utilized by the server at various numbers of virtual machines unde

Seite 4 - Us to Virtualize More

Power savingsUsing the optimal number of virtual machines, which is 36, a simple calculation of direct power costs was done comparing the before (nat

Seite 5 - Network I/O

ConclusionsWe have shown that ESL’s mission-critical, processor-intensive, network latency-sensitive game servers can be very effectively virtualize

Seite 6 - NIC with

Additional sources of information on this topicIntel Virtualization Developer Community: www.microsoft.com/windowsserver/compare/compare-windows-to-u

Seite 8 - Gaming protocol

 Performancetestsandratingsaremeasuredusingspeciccomputersystemsand/orcomponentsandreecttheapproximateperformanceofIntelproduct

Seite 9 - Client 8

Table of ContentsIntroduction – Can We Virtualize Everything? ...3 “Non-virtualizable”

Seite 10 - ESL game testing

ESLElectronic Sports League (ESL) is the largest online gaming community in Europe, with more than 844,000 active users as of August 12, 2008. ESL has

Seite 11 - ROI Delivered

Problem statementESL’s perception, along with that of many of its peers in the gaming industry, was that gaming servers “can’t be virtualized” due to

Seite 12 - Other savings

of virtualization in the Intel lab using common network micro-benchmarks before attempting the virtualization of the gaming server environment. This w

Seite 13 - Conclusions

VMM overhead•Switchingload•InterruptbottleneckWe can optimize the network I/O solution to solve both of the issues above.In Figure 5, we show the

Seite 14 - Resources

Software stackFigure 7 shows the software stack used in the PoC. We started with VMware ESX 3.5U1, which was the latest production version at the time

Seite 15

Gaming protocolHow does this gaming protocol work? A player sends a UDP packet of 40–200 bytes in size to the game server. The game server receives th

Seite 16 - We want to hear from you

Scenarios 2 and 3: Virtualized with and without VMDq/NetQueueIn these scenarios, the setup shown in Figure 11, consists of eight clients connected to

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