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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.

25 of 188 comments (clear)

  1. Can you? by Surak · · Score: 4, Funny

    Can you imagine .... oh wait, those Beowulf jokes are WAYYY outdated aren't they? Can you imagine if we had a GRID of those? :)

    1. Re:Can you? by boogy+nightmare · · Score: 3, Funny

      I for one welcome our new....... nope, bugger that ones out of date as well...

      quick someone think of something new and witty.

      S

      --
      Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
    2. Re:Can you? by matt_wilts · · Score: 3, Funny

      quick someone think of something new and witty.

      you're new round here, aren't you?

      Bugger, that's no good either!

  2. IBM wants stress testing ? by Rosco+P.+Coltrane · · Score: 5, Funny

    IBM Corp. has begun a real-world test of its grid-computing system by turning to a familiar geek pastime: games.

    I'd have hosted Slashdot instead. Or updates.microsoft.com.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:IBM wants stress testing ? by Gherald · · Score: 4, Insightful

      So you don't think hosting Slashdot itself takes more resources than hosting a site Slashdot links to?

      I'll have some of whatever you are having.

    2. Re:IBM wants stress testing ? by Eythian · · Score: 3, Funny

      Or updates.microsoft.com

      I find your assumption that people update windows machines amusing.

      Oh, wait. People don't. Viruses do it nowadays :)

  3. All bots are now by Trigun · · Score: 5, Funny

    Giant blue gorillas with six million hit points, deadly accuracy, and are backed by a legion of undead lawyers.

  4. Yes but by Salsaman · · Score: 4, Funny
    they forgot the most important question of all:

    How many fps were they getting ?

  5. not a completely new idea by jackb_guppy · · Score: 4, Interesting

    I know of large company that install quake servers 6 years ago to help balance 3 T3 lines. The quake servers (w/ players) gave a continous load that was easy to define and route, which helped in supporting a very large website.

    1. Re:not a completely new idea by lovebyte · · Score: 5, Funny

      I remember when in the mid-90's we used to call playing doom and later quake : Network testing

      --

      I'll do it for cheesy poofs.

  6. Old news.... by jdreed1024 · · Score: 4, Funny

    Bah, they had game grids back in 1982. I bet IBM's version doesn't have lightcycles, either. Yeesh, get with the times, IBM...

    --
    There is no sig, there is only Zuul.
  7. Acid test by Zog+The+Undeniable · · Score: 5, Interesting
    Line all the players up and have one of them fire a railgun through the remainder [1]. Allegedly someone tried this at a LAN with 64 players and the server crashed. The problem is that the server has to send 4,032 death messages instantaneously. With 250 players it would have to do 62,250.

    [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.

    --
    When I am king, you will be first against the wall.
    1. Re:Acid test by Boing · · Score: 3, Insightful
      So what? Lets say that the death message is "[DC]_-Oob3rL33tS7ud-_ got a hole in the head". That's 44 bytes, assuming ASCII. Let's also assume that each death message is the same length, for simplicity's sake.

      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 modems can get this in no time.

      I know there's a lot of other crap being sent over the line, but the worst that scenario should mean would be a few seconds of lag in the game while the server got back up to speed. What would really kill everything would be trying to model all of the gibs' physics all of a sudden, while simultaneously adding newly spawned players with new weapons.

  8. Re:A Test? Riiiight. by sperling · · Score: 5, Interesting

    Chess software just requires massive processing. The whole point with this grid is to be able to do real-time simulations, and any decent game is exactly that.
    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...

    --
    The next great MMORPG.
  9. Re:80 Users by Trigun · · Score: 3, Funny

    80 normal users don't stress the system, but 80 l337 |-|4>0rZ armed with the latest aimbot technology, scraming "I h8 K4mP3rz! D347h 2 4ll, \/\/3 4r3 1337!" would stress even the most well constructed system.

  10. 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 :(
  11. 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.
  12. Slasdot them by Siener · · Score: 3, Insightful

    Seems like there main problem was that they did not get enough people connected simultaniosly to really put the system under any kind of stress. They should announce the next test on /. - I'm sure they'll get more than 80 users then.

  13. Re:The Rights of Software ? by glwtta · · Score: 3, Funny
    At what point do you have a responsibility to the code that you spawned

    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.

    --
    sic transit gloria mundi
  14. Lame Matrix Reference by vgaphil · · Score: 3, Funny

    IBM is also planning on developing Quake 2 bots to take advantage of the system

    Dont't they mean "agents".

    "The Internet is a fad" -WB

    --
    A clever person solves a problem. A wise person avoids it. -- Einstein
  15. got it! by Anonymous Coward · · Score: 3, Funny

    In Corporate America, the Grid fails YOU!

  16. 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));
  17. Shared-world development? by Selanit · · Score: 3, Insightful
    The article says:
    GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state--the player's name, vector, velocity, and statistics--from one server to the next. [. . .] Even if a player isn't physically "on" a server, he must still be able to "see" objects stored on another. The Quake code determines the state of the world every tenth of a second, Bethencourt said.
    Could this (or something like it) be used in a user-constructed world? I'm thinking of Active Worlds and similar sorts of software, where people log in, and can then alter the landscape or build things using pre-defined shapes and textures. Kind of like Legos, only you can't step on 'em in the dark.

    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, 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.
  18. 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)

  19. 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.