Page 2 - Table of Contents
Table of Contents Introduction – Can We Virtualize Everything? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 “Non-virtualizable” applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ...
Page 3 - ESL; Introduction — Can We; “Non-virtualizable” applications; • Mission critical
ESL Electronic 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 deployed thousands of game servers to provide services to its members. Obviously, for a game services company, the game servers are mission critical...
Page 4 - Problem statement; New Technologies Allow; • Intel Xeon processor 7400-based servers with 24 processing
Problem statement ESL’s perception, along with that of many of its peers in the gaming industry, was that gaming servers “can’t be virtualized” due to their mission-critical nature, high CPU utilization, and the critical focus of their user base on the in-game transaction latency. However, ESL was v...
Page 5 - Server hardware
of virtualization in the Intel lab using common network micro-benchmarks before attempting the virtualization of the gaming server environment. This would allow us to quantify the latency added by virtualization to see if it would be significant. When we were sure that the latency added should not b...
Page 7 - Software stack; Question the Assumptions; Key performance metrics
Software stack Figure 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 the PoC began. We also used Virtual Center 2.5.* The VMs were configured with 1 vCPU and 2 GB of memory each, which emulates the physical server inf...
Page 10 - ESL game testing
ESL game testing At ESL labs, we ran a series of tests cases that included private and public Internet testing. All these tests revealed that there is no impact on in-game latency, and as a result there is no impact on the gaming experience. As part of this testing, we used an Intel Xeon processor 7...
Page 11 - ROI Delivered; Server consolidation
ROI Delivered Server consolidation Figure 15 represents the CPU utilization and power utilized by the server at various numbers of virtual machines under a full load. The bar graph represents CPU utilization, and the line graph represents power utilized by the server. The horizontal axis represents ...
Page 12 - Before
Power savings Using the optimal number of virtual machines, which is 36, a simple calculation of direct power costs was done comparing the before (native) and after (virtualized). Table 1 shows that with 36 virtual machines, with each virtual machine having three game servers and each game server su...
Page 13 - Conclusions; “ The new Six-Core Intel Xeon 7400 processor series; — Bjoern Metzdorf, Director of Information Technology,
Conclusions We have shown that ESL’s mission-critical, processor-intensive, network latency-sensitive game servers can be very effectively virtualized using the latest technologies. We achieved 18:1 consolidation ratios and saved almost 90 percent on power consumption compared to the ESL physical se...
Page 14 - Additional sources of information on this topic; Resources
Additional sources of information on this topic Intel Virtualization Developer Community: www.microsoft.com/windowsserver/compare/compare-windows-to-unix.mspx Intel Virtualization Developer Community: softwarecommunity.intel.com/articles/eng/1424.htm Intel Virtualization Technology: www.intel.com/te...
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