I have done a pressure test for TGE
by Yong-rui Wang · in Torque Game Engine · 10/18/2006 (11:44 pm) · 3 replies
I have done a pressure test for TGE, I wanted to know how many clients can be supported by a real server machine.
I runned 25 dedicated servers in a real server machine ( double process of Intel Xeon CUP 2.40GHz, 1.00 GB ram), and I had about 15 pcs as clients to connect to the servers, and all these clients move around automatically all the time. it showed when 89 clients connected in slowly, the cpu of server machine was taken by 10%, but later on I got all the rest pcs to connected to the server, when 180 clients were connected in, the cpu was fully occupied. and later I closed some pc, when there were 134 clietns left, 35% cpu was taken. It sounds the amount of supported clients doesn't go linear.
Does anybody have also done the pressure test? we hopefully wish a server can support 800 clients connected in, but this result is so far from what we expected! how many clients can be supported to a server machine from your experiment?
Thanks for any idea!
I runned 25 dedicated servers in a real server machine ( double process of Intel Xeon CUP 2.40GHz, 1.00 GB ram), and I had about 15 pcs as clients to connect to the servers, and all these clients move around automatically all the time. it showed when 89 clients connected in slowly, the cpu of server machine was taken by 10%, but later on I got all the rest pcs to connected to the server, when 180 clients were connected in, the cpu was fully occupied. and later I closed some pc, when there were 134 clietns left, 35% cpu was taken. It sounds the amount of supported clients doesn't go linear.
Does anybody have also done the pressure test? we hopefully wish a server can support 800 clients connected in, but this result is so far from what we expected! how many clients can be supported to a server machine from your experiment?
Thanks for any idea!
#2
What Hplus mentions is nice advice and a good start.
10/19/2006 (12:06 pm)
Sorry to burst your bubble, but 800 players on one box using dedicated vanilla Torque server instances is one unrealistic goal. I'm not sure what you are expecting, but using a general purpose (although slightly FPS focused) engine without modifications sounds silly to me. You need to modify the source for that, no matter what engine.What Hplus mentions is nice advice and a good start.
#3
The clients are each "headless" clients in that they don't do any rendering,
so we can run about 50 or so on a single PC.
We've done some optimizing but not too much.
As JW suggested, we're hoping to increase this number quite a bit by lowering the server-side tick rate.
In real-world tests versus the laboratory,
i believe we've had about 130 actual users simultaneously on a single server.
Our beta is live here: [url=http://themusiclounge.com[/url].
10/19/2006 (1:45 pm)
We've gotten 300 or 400 simultaneous clients connected to a single dedicated server.The clients are each "headless" clients in that they don't do any rendering,
so we can run about 50 or so on a single PC.
We've done some optimizing but not too much.
As JW suggested, we're hoping to increase this number quite a bit by lowering the server-side tick rate.
In real-world tests versus the laboratory,
i believe we've had about 130 actual users simultaneously on a single server.
Our beta is live here: [url=http://themusiclounge.com[/url].
Torque Owner J "hplus" W
To get to 800 players on a single server, you'll probably need to remove physical simulation from the server, or turn it into a single very simple ground-feeling ray cast. You probably also want to expand your tick time to something like 128 or 256 milliseconds, instead of the default 32 milliseconds. Note that you'll lose the FPS feeling when you do this; it'll be more like an MMORPG.