Meterstick: Benchmarking Performance Variability in Cloud and Self-hosted Minecraft-like Games

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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 languageEnglish
Title of host publicationIEEE International Symposium on Performance Analysis of Systems and Software
Subtitle of host publication[Proceedings]
PublisherInstitute of Electrical and Electronics Engineers Inc.
Number of pages13
ISBN (Electronic)9781665459549
ISBN (Print)9781665459556
DOIs
Publication statusPublished - 27 Jun 2022
Event2022 IEEE International Symposium on Performance Analysis of Systems and Software, ISPASS 2022 - Singapore, Singapore
Duration: 22 May 202224 May 2022

Conference

Conference2022 IEEE International Symposium on Performance Analysis of Systems and Software, ISPASS 2022
Country/TerritorySingapore
CitySingapore
Period22/05/2224/05/22

Bibliographical note

Publisher Copyright:
© 2022 IEEE.

Keywords

  • Benchmarking
  • Online Games
  • Performance Variability
  • Workloads

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