Meterstick:在云和自托管的minecraft类游戏中测试性能可变性

Jerrit Eickhoff, Jesse Donkervliet, A. Iosup
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引用次数: 1

摘要

最受欢迎的网络游戏类型之一是类似《我的世界》的游戏(MLG),玩家可以在其中改造环境。mlg目前通过复制具有有限可扩展性的孤立实例来支持许多玩家。我们假设性能可变性是MLG中缺乏可伸缩性的一个关键原因,并设计了第一个关注MLG性能可变性的基准,确定了专门的工作负载、指标和流程。我们对mlg进行现实世界的基准测试,包括基于云的和自托管的。我们发现基于环境的工作负载和云部署是性能变化的重要来源:峰值延迟急剧下降到算术平均值的20.7倍,超出性能要求的7.4倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Meterstick: Benchmarking Performance Variability in Cloud and Self-hosted Minecraft-like Games
One of the most popular types of online games is the Minecraft-like Game (MLG), in which players can terraform the environment. MLGs currently support their many players by replicating isolated instances with limited scalability. We posit that performance variability is a key cause for the lack of scalability in MLGs and design the first benchmark that focuses on MLG performance variability, identifying specialized workloads, metrics, and processes. We conduct real-world benchmarking of MLGs, both cloud-based and self-hosted. We find environment-based workloads and cloud deployment are significant sources of performance variability: peak-latency degrades sharply to 20.7 times the arithmetic mean, and exceeds by a factor of 7.4 the performance requirements.
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