Intel 7400 manual

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Table of contents for the manual

  • Page 1

    Con so l id a ti on o f a Pe r f orma nc e - Sen s iti v e Appl ica ti on : Vir tu ali z ing E lectr oni c Spo r ts Le agu e’ s G am ing I n fra structur e Whi t e Paper Int el ® Xeo n® Pro ce sso r 7 4 00 - b ase d S er ve r Abstract An end-user case study with Electronic Spor ts League (ESL ) using VMw are ESX 3.5U 1 * with Ne tQueue fea ture[...]

  • Page 2

    T able o f Cont ents Int ro du ct io n – Ca n We Vi r tu al ize Eve r y th in g? .................................................................. 3 “N on -vir tua lizab le” a pp lic atio ns ......................................................................................... 3 Side bar: ESL ..............................................[...]

  • Page 3

    ESL Elec t ronic S por ts Lea gue (ES L) is the large st onl ine gami ng comm uni t y in Europ e, with m ore tha n 84 4,0 0 0 act ive user s as of August 1 2 , 2008 . ES L has depl oyed th ous an ds of game ser ver s to provide ser v ices to its me mb ers . Obv iousl y, for a game ser v ices comp any, the game ser vers a re missio n crit ica l. Th [...]

  • Page 4

    Probl em st atement ES L ’s perception , alon g with t hat of many of its pee rs in th e gamin g ind ust r y, was that gami ng ser vers “can’ t be vir t ualize d ” due to the ir missi on -c rit ica l nature, h igh CPU u tiliz atio n, an d the c riti cal foc us of their us er bas e on th e in- game tr ans ac t ion latenc y. However, ES L was[...]

  • Page 5

    of vir tua lizat ion in th e Intel lab using co mmo n net wor k micro - ben ch mar ks b efore attempti ng th e vir t ualiz atio n of the gamin g ser ve r environ ment . Th is would all ow us to quantif y th e latency add ed by vir t uali zatio n to see if it would b e signif ica nt. Wh en we were sure that th e latency a dde d sho uld not be a con [...]

  • Page 6

    VM M overh ead •Switchin gload •Interru ptbott len eck We can optim ize the net wor k I/ O solu tio n to solve both of the issu es ab ove. In Figure 5 , we sh ow the effect o f using the new Intel® VMDq ha rd wa re in ou r l ates t N IC s a l on g w it h t he new VM wa re NetQ ueu e soft wa re in ESX 3.5. In this c ase, t he net wo[...]

  • Page 7

    Sof t ware st ack Figu re 7 shows the sof t ware sta ck us ed in th e PoC . We star ted with VM ware ES X 3.5U 1 , whi ch was the lates t produ c tio n versi on at the tim e the Po C bega n. We also use d Vir t ual Center 2.5.* Th e VMs were configu red with 1 vC PU an d 2 GB o f memo r y eac h, whi ch emul ates the phy sica l ser ver inf ras tr uc[...]

  • Page 8

    Gaming pr otocol How do es this gam ing p rotocol work? A player sen ds a UDP pac ket o f 40 –200 by tes in size to the game ser v er . The gam e ser ve r receives th e pac kets, do es it s own proces sin g, and t hen upd ates all the playe rs by sen din g a 2,00 0 -by te UDP pa cket (as r epres ented in Figu re 9). We know that th e vir tu aliz [...]

  • Page 9

    Sce nar ios 2 a nd 3: Vi r tu alized w it h and w ith ou t VM Dq / Net Que ue In t he se s cen ar io s , th e set u p sh own i n Fi gure 1 1 , co nsi st s of eight cli ent s co nn ec te d to eig ht 1 -G bE p o r t s of a 1 G /1 0G l in k agg regati o n swi tch ( F orce 1 0 S5 0) an d t he I ntel Xeo n pro ce ss or 730 0 se r ve r con n ec te d to 1[...]

  • Page 10

    ESL game test ing A t ESL la bs, we ra n a serie s of t est s cas es th at inclu de d pri vate and p ubli c Internet test ing . All the se test s reveale d that th ere is no imp ac t on in -ga me latenc y, and as a result the re is no impa ct on th e gamin g exp erie nce. A s p ar t of th is tes t in g, we u se d a n I ntel Xe on pro ce s so r 7 4 [...]

  • Page 11

    RO I Del iv ered Ser ver consoli dation Fi gu re 1 5 re pre s ent s th e C P U u ti li za ti o n a nd po wer ut il iz ed by t h e server a t vari ous numbers of vir tual m achines under a fu ll load. The bar graph repr esen ts CPU utiliza tion, and the line graph re pres ents pow er utiliz ed b y the serve r . The horizon tal axis re prese nts the [...]

  • Page 12

    Power savings Usin g the opti mal nu mb er of vir tua l mach ine s, whi ch is 36, a simp le cal culat ion of direc t power cos t s was don e comp ari ng the b efore ( native) and af ter (vir tua lized ). T ab le 1 shows that with 36 virtual mach ines, with each vir tual machin e having three g ame ser vers and each g ame ser ver supp or ting 1 2 pl[...]

  • Page 13

    Conc lu si ons We hav e shown t hat ES L ’s mission-critical, pr ocessor -intens ive, network lat ency-sensitive game servers can b e very e ffectively vir t uali zed usin g the latest tec hno lo gies . We achieve d 1 8 : 1 cons olid atio n ratios a nd save d almo st 90 p ercent on power consu mpti on com pa red to the ESL p hysic al ser v ers , [...]

  • Page 14

    Additi onal sour ces of informatio n on this to pic Intel Vir tua lizat ion D evelop er Co mmu nit y : www.mi croso f t.com/windo wsserver /compar e / compar e-wi ndows - to-unix.msp x Intel Vir tua lizat ion D evelop er Co mmu nit y : softwarec ommunity.in tel.com/ articles/e ng/1 42 4.h tm Intel Vir tua lizat ion T ech nol ogy : www.int el.com/te[...]

  • Page 15

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  • Page 16

      Perfor mancetests and ratings aremeasured using speciccomputer systemsand/or componentsand reectthe approximat eperformanceof Intel products asmea suredb ythose tests.Any differencein sys temhardw areor sof t w ared es ig norc on g[...]