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IBM Testing New Grid Technology with Quake 2
Posted by
CowboyNeal
on Fri Aug 22, 2003 07:03 AM
from the advances-in-fragging-technology dept.
from the advances-in-fragging-technology dept.
boschmorden writes "In conjunction with IBM, a group of college students from the University of Wisconsin developed GameGrid, a derivative of IBM's OptimalGrid effort. The students adapted the open-source version of id Software's Quake 2 first-person shooter, and attempted to scale it across the grid to stress the system." IBM is also planning on developing Quake 2 bots to take advantage of the system.
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Can you? (Score:5, Funny)
Re:Can you? (Score:3, Funny)
quick someone think of something new and witty.
S
Re:Can you? (Score:2, Funny)
In SOVIET RUSSIA Natillie Portman grits you!
No?
Re:Can you? (Score:3, Funny)
you're new round here, aren't you?
Bugger, that's no good either!
Re:Can you? (Score:2)
Worst chaingun evar
tits, thats out of date as well..
S
Re:Can you? (Score:2, Funny)
No? Damn...
Re:Can you? (Score:3, Funny)
"I'm going to have to put you on the GameGrid."
I.V.
got it! (Score:3, Funny)
IBM wants stress testing ? (Score:5, Funny)
I'd have hosted Slashdot instead. Or updates.microsoft.com.
Re:IBM wants stress testing ? (Score:3, Funny)
I find your assumption that people update windows machines amusing.
Oh, wait. People don't. Viruses do it nowadays :)
Re:IBM wants stress testing ? (Score:3, Insightful)
S
Re:IBM wants stress testing ? (Score:5, Insightful)
I'll have some of whatever you are having.
Parent
Re:IBM wants stress testing ? (Score:3, Funny)
All bots are now (Score:5, Funny)
Re:All bots are now (Score:3, Funny)
And SCO is a puny little cockroach who tried to take them down.
sounds like nascent skynet (Score:3, Interesting)
if we arm them (the programs) with paintball guns we can do simulated battles from the terminator universe.
or until they get a hold of some real firepower and this becomes a real version of the terminator universe...
Either way I for one look forward to a beowulf cluster of these steel and wire overlords, yeah?
Re:sounds like nascent skynet (Score:3, Funny)
As a trusted Slashdot-personality I can help them with rounding up others to toil in their CPU-fabs.
Yes but (Score:5, Funny)
How many fps were they getting ?
Re:Yes but (Score:3, Insightful)
Right, because we will never want better image quality than Quake 2.
Timing? Yeah, it's called vertical synchronization and double or triple buffering, and every graphics card in existence has it.
not a completely new idea (Score:5, Interesting)
Re:not a completely new idea (Score:5, Funny)
Parent
Ahh, the memories... (Score:3, Funny)
Old news.... (Score:5, Funny)
Acid test (Score:5, Interesting)
[1] for the uninitiated, a Quake 2 railgun slug keeps going through any number of targets until it hits a wall or other part of the scenery.
Re:Acid test (Score:2, Interesting)
Setup a server and don't limit the number of projectiles used by the hyperblaster.
Give every player an HB and unlimited ammo. Tell them to run around shooting those all over... that'll lag the grid.
Of course, some of that is bandwidth driven... but, a good test nonetheless.
Re:Acid test (Score:3, Insightful)
Server: 4032 x 44 = 177408 = 173.25k that has to be sent out in a timely manner ("instantaneously" is a bit misleading). That's a lot to have to transmit quickly, but any server running on a decent pipeline should be able to manage it in 5 seconds or so.
Clients: 63 x 44 = 2772 = 2.7k. Even 56k
Re:Acid test (Score:2, Insightful)
Personally, I'd be more concerned with the 63 loads of gibbed players the remaining one has to draw on screen at once, but there you go.
Re:Acid test (Score:2, Informative)
Each players death has to be reported to each player. So each player will receive 63 death messages (presumably one for each of the other 62 dead players, and one for themself, except the shooter who gets 63 death messages). 63 x 64 = 4032.
Re:Acid test (Score:3, Funny)
"Col. Mustard got bored with life, with the candlestick, in the ballroom..."
50 microseconds.. yeah! (Score:2, Interesting)
When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.
I hope thats a typo..
Re:50 microseconds.. yeah! (Score:2, Informative)
Re:50 microseconds.. yeah! (Score:3, Informative)
I hope thats a typo..
Why? A microsecond is a millionth of a second [essex1.com], fifty should't be that long
Re:50 microseconds.. yeah! (Score:3, Insightful)
Re:50 microseconds.. yeah! (Score:3, Informative)
John Bethencourt (one of the developers of GameGrid)
UDP/TCP (Score:5, Informative)
Data-critical processes - that's most real-world applications - have to use TCP to ensure completeness of transmission, so maybe this isn't the best test for the grid?
server/server vs. client/server (Score:2)
I would not be surprised if most clustering technologies use UDP with something above it to handle the possibilities of loss, since they rely so much on low-latency communications.
Slasdot them (Score:4, Insightful)
Mmmm, deep bot (Score:2, Funny)
Come on. If they are even going to do it as a sort of pet project IBM seems to have an abudance of geeks doing oddbal stuff for this to become one lethal bot.
In other related news IBM invested 2 billion dollars in cybernetic research.
In yet other future news McBride is kinda puzzeled why his house seems to be surrounded by skiny blue robots.
Having trouble generating a load? (Score:2, Insightful)
If that really was a problem they should've just hooked it up to the internet and put an invitation up on some game sites. Surely IBM can foot the bandwidth bill that would result from it.
Lame Matrix Reference (Score:3, Funny)
Dont't they mean "agents".
"The Internet is a fad" -WB
More Details (Score:5, Informative)
Extreme Blue is a program where IBM hires three CS college students and one MBA student to work on exciting new technologies. The official party line is that Extreme Blue is IBM's incubator for talent, technology, and business innovation.
Lots of cool things come out of Extreme Blue. They ran an IBM-wide test of this Quake2 grid thing. It was pretty cool...
Shared-world development? (Score:4, Insightful)
Anyway, would it be feasible to run such a thing using a grid? Currently, the size of such a shared world is limited by the power of the server on which it is hosted. Alphaworld, [activeworlds.com] the largest world in the Active Worlds universe, is only about the size of California. But if you were using a grid, you could then theoretically expand the world by adding more nodes to handle more real estate. (Or virtual estate, rather.)
If you could find a situation with low enough latency, individuals could even provide their own nodes, adding new territory to the fringes of an existing world. Neaaaat.
Play is Slow (Score:3, Informative)
Anyway, this is the feedback he gave me after he tried it. I didn't have time to try it myself during the short play-testing phase they had.
Re:The Rights of Software ? (Score:3, Interesting)
Obviously a troll, but I'd say my criteria is "self awareness." That's all that is important.
Re:The Rights of Software ? (Score:2)
Re:The Rights of Software ? (Score:4, Funny)
Easy - when it starts complaining. That's the most reliable Turing test there is.
On a related note, I would suggest you watch a little less scifi, and maybe take a programming class or something.
Parent
Re:A Test? Riiiight. (Score:5, Interesting)
They got a point though, this is more suited for MMORPGs, I'd believe any modern MMORPG would use some sort of clustering solution. The response times they mention seem decent, but I can't help but wonder what they'll look like in a real scenario with a few thousand players and a limited hardware budget.
We're doing something similar here at work, but I'd be fired in an instant if I spent 8 servers to sustain 80 users...
Parent
Re:A Test? Riiiight. (Score:3, Informative)
Re:80 Users (Score:3, Funny)
Re:80 Users (Score:2)
1) The cluster committing suicide hoping that the next level of existence doesn't have 1337 |-|4>0rZ
or
2) Realize it is better for us, and well you know, go skynet on our weak flesh hides.