Abstract
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.
Original language | English |
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Title of host publication | IEEE International Symposium on Performance Analysis of Systems and Software |
Subtitle of host publication | [Proceedings] |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Number of pages | 13 |
ISBN (Electronic) | 9781665459549 |
ISBN (Print) | 9781665459556 |
DOIs | |
Publication status | Published - 27 Jun 2022 |
Event | 2022 IEEE International Symposium on Performance Analysis of Systems and Software, ISPASS 2022 - Singapore, Singapore Duration: 22 May 2022 → 24 May 2022 |
Conference
Conference | 2022 IEEE International Symposium on Performance Analysis of Systems and Software, ISPASS 2022 |
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Country/Territory | Singapore |
City | Singapore |
Period | 22/05/22 → 24/05/22 |
Bibliographical note
Publisher Copyright:© 2022 IEEE.
Keywords
- Benchmarking
- Online Games
- Performance Variability
- Workloads