Our company is a legal company dealing with visual services and products. We have been providing this kind of online products for many years, and we promise account safety and fast delivery. Welcome to visit our website to know more. Now here is the news from www.mmorpg.com
The test
The first step in improving performance under heavy load is to be able to reproduce a situation where load occurs. Previously this was done during mass tests. However thanks to the wonderful thin-clients, we now have much simpler ways to recreate different aspects of fleet fights on-demand.
We know that Drakes are currently a popular ship, and we know that they can fire lots of missiles. All the following results were obtained using this same scenario:
200 thin clients flying Drakes, each with three fully loaded heavy missile launchers (representing three grouped launchers)
100 thin clients flying other ships. These were present to add ‘observer load' - representing the other people involved in a fleet fight. This is important, as the cost of a missile is somewhat proportional to how many observers can see it.
1 control tower with a ‘death star' set-up. The tower was configured NOT to aggress attackers.
Each Drake was instructed to lock the control tower. They were then instructed to activate their launchers, firing until their loaded ammo was depleted - this gave around 5-6 minutes of steady-state load (AKA missile-spam).
The numbers of ships was chosen (by trial-and-error) to push the CPU load of the node to around 95% during the steady-state missile spam. This is an important level, as it represents the edge of performance where lag starts to occur (module activations start to become delayed, movement commands stop being responsive, jumping becomes difficult, and so on.) These absolute numbers can't be directly compared to TQ due to hardware differences, but the relative proportions can.
During the steady-state load, we can then use profiling tools to analyse where we are spending CPU time. We can measure any improvements against this baseline of 95% load. Note that this test is entirely aimed at tackling Destiny load in the case of a stationary (non-warping) fleet battle. As such, it doesn't cover other bottle-neck areas such as jumping (though other work has focused on this). Turret-based damage was also not considered, since this has been observed to cause lower load relative to missiles. However this is an on-going effort - as the load of one aspect is reduced others will become proportionally larger and get their share of GridLock's Special-LoveTM.
Our company is a world-famous company, and we provide services to help players level up fast in the game. In EVE, we provide EVE Power Leveling service for the players of this game. We help players level fast in the game and we promise account safety and low price. If you want to know more about us, welcome to visit our website. And if you want to hire our powerleveler to level fast, click the related interlinkages below. If you have some questions or problems, you are also welcomed to contact through Live Service or you can also write to us. In addition, we also provide in-game gold. Thank you for buying in-game gold from us.
Copyright 2003-2011, HIRELEVELER.com All Rights Reserved.