Slashdot Mirror


IBM Testing New Grid Technology with Quake 2

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.

9 of 188 comments (clear)

  1. Re:A Test? Riiiight. by koniosis · · Score: 3, Informative

    Like calculating PI to the most possible decimal places, or prime number calculations? The only problem with these is its hard to spread the processing power, but with games theres lots of dfiferent things to spread, like graphics, sound, AI so you can take advantage of the cluster where as calculating decial places can require one machine in a cluster to finish before another can start, thus being a bad test.

    --
    I spent ages trying to think of sig, but never did :(
  2. Re:50 microseconds.. yeah! by sperling · · Score: 2, Informative

    It's not a typo. 1 microsec = 1/1000th milisec, and 50 microsec response time is way fast enough, if the number is anything but pure theory in an optimized scenario.

    --
    The next great MMORPG.
  3. UDP/TCP by Zog+The+Undeniable · · Score: 4, Informative
    Quake and all its descendants use UDP. While this is faster than TCP, packets are inevitably lost but the game is designed to cope with this - it just picks up player positions again from the next packet that arrives, which occasionally gives jerky play (the impression to the player is of a very high ping).

    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?

    --
    When I am king, you will be first against the wall.
  4. Re:50 microseconds.. yeah! by Max+Romantschuk · · Score: 2, Informative

    When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.

    I hope thats a typo..

    Why? A microsecond is a millionth of a second, fifty should't be that long :)

    --
    .: Max Romantschuk :: http://max.romantschuk.fi/
  5. Re:Acid test by blane.bramble · · 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.

  6. Re:server/server vs. client/server by PainKilleR-CE · · Score: 2, Informative

    Most current games also use some retransmission while still using UDP, as well. The key is that you have much more control over the overhead if you build your own retransmission protocol in UDP packets than if you let TCP do it for you.

    --
    -PainKilleR-[CE]
  7. More Details by lkaos · · Score: 4, Informative

    This was actually an Extreme Blue project this summer. In fact, it was out of the Almaden lab.

    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...

    --
    int func(int a);
    func((b += 3, b));
  8. Re:50 microseconds.. yeah! by bethenco · · Score: 3, Informative

    Yes, that's a typo. We said 50 milliseconds. 50 us is ludicrous if you understand what is happening. 50 ms is actually pretty decent though. Quake II only generates server frames every 100 ms, so if the transfer occurs between them, it's essentially perfect.

    John Bethencourt (one of the developers of GameGrid)

  9. Play is Slow by Josuah · · Score: 3, Informative

    A friend of mine play-tested the GameGrid but found that it didn't play very well. Instead of mapping sections of a larger map onto servers, it seemed to map sections of individual rooms onto servers. This meant you hopped servers fairly often, instead of just when moving from one large area to the next (probably the right thing to do overall, to avoid massive load during huge combat). But the problem was an extremely noticeable lag when crossing those boundaries, making the game all but unplayable.

    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.