Consolidation of a Performance- Sensitive Application: Virtualizing Electronic Sports League’s Gaming InfrastructureWhite PaperIntel® Xeon® Processor
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
ROI DeliveredServer consolidationFigure 15 represents the CPU utilization and power utilized by the server at various numbers of virtual machines unde
Power savingsUsing the optimal number of virtual machines, which is 36, a simple calculation of direct power costs was done comparing the before (nat
ConclusionsWe have shown that ESL’s mission-critical, processor-intensive, network latency-sensitive game servers can be very effectively virtualize
Additional sources of information on this topicIntel Virtualization Developer Community: www.microsoft.com/windowsserver/compare/compare-windows-to-u
Performancetestsandratingsaremeasuredusingspeciccomputersystemsand/orcomponentsandreecttheapproximateperformanceofIntelproduct
Table of ContentsIntroduction – Can We Virtualize Everything? ...3 “Non-virtualizable”
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
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
of virtualization in the Intel lab using common network micro-benchmarks before attempting the virtualization of the gaming server environment. This w
VMM overhead•Switchingload•InterruptbottleneckWe can optimize the network I/O solution to solve both of the issues above.In Figure 5, we show the
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
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
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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