What is a Server Stress Test?
#1
Posted 19 July 2012 - 02:32 PM
#2
Posted 19 July 2012 - 02:33 PM
Making a lot of simulated requests to the server.
#3
Posted 19 July 2012 - 02:34 PM
I suspect it also gives Paul an excuse to randomly enter matches in a gigantic flashing pink Mad Cat with ponies painted on it just to troll people as he blows them away.
#4
Posted 19 July 2012 - 02:39 PM
#5
Posted 19 July 2012 - 02:40 PM
A game may have tens or hundreds of thousands of users - but only average a few thousand online at any given time. Launch days tend to be very popular, though, so you need to make sure that your server infrastructure can handle higher than normal loads (though almost never your entire customer base at once).
#6
Posted 19 July 2012 - 02:42 PM
Belorion, on 19 July 2012 - 02:33 PM, said:
This is pretty much it.
They've probably been monitoring user traffic throughout the beta so far to create a load profile, then they'll replay that profile multiple times simultaneously and see what buckles. Or at least that's what I've done in the past.
Edited by Teirdome, 19 July 2012 - 02:42 PM.
#7
Posted 19 July 2012 - 02:44 PM
Teirdome, on 19 July 2012 - 02:42 PM, said:
They've probably been monitoring user traffic throughout the beta so far to create a load profile, then they'll replay that profile multiple times simultaneously and see what buckles. Or at least that's what I've done in the past.
That could also be, but it might not simulate all of the same things - stress on their ISP connections, for example. In order to know exactly we would need to talk to a Dev or beta user... and the former are likely busy (about to start a stress test) and the later can't tell
#8
Posted 19 July 2012 - 02:45 PM
#9
Posted 19 July 2012 - 02:46 PM
xChaoSx, on 19 July 2012 - 02:45 PM, said:
You sir are my hero, got the game at midnight, and couldn't log on raelly till 5am o.e
#10
Posted 19 July 2012 - 02:47 PM
#12
Posted 19 July 2012 - 10:42 PM
Sainamu, on 19 July 2012 - 02:32 PM, said:
A stress test is when you intentionally strain your hardware in order to see its limitations. If you've ever maxed out the settings on a game to see how badly your video card is going to run it, that's a stress test. With game servers they flood them with data, either through simulation or by simply allowing a crowd of people in, in order to see how many people a server can properly handle. This is important so they know what to set player caps at and how many servers to prepare. If they don't do this, it will translate into having too few servers, which means congested servers that are very laggy to use or require a queue to login. The D3 launch is a perfect example of a company being laaaaaaaaaaaaaazy and not properly stress testing before launch.
#13
Posted 19 July 2012 - 11:46 PM
The server needs to handle overloading gracefully. For example, getting a critical error because you just ran out of memory would be a very ungraceful way to handle things (as are any other load-induced crashes), and it needs to be ensured that this doesn't happen, even if you tax the system far beyond what it is designed to take. You want to be sure that if everything goes up in flames, it does so in the least destructive way possible.
Edited by Der Zivilist, 19 July 2012 - 11:46 PM.
#14
Posted 19 July 2012 - 11:59 PM
NVranya, on 19 July 2012 - 10:36 PM, said:
Just as an FYI, this is complete nonsense.
You simply don't run out and purchase 5x more hardware than you're ever going to need just to avoid a couple hours of pain at launch. This was especially true for blizzard, having shattered every record in the book when it comes to selling a game. The load at launch was magnitudes larger than they will ever have to handle at any other time.
If MWO is well promoted and there are a large number of people waiting for it ... you will likely see something similar when it goes "live", at least for some amount of time. Servers aren't free, rackspace isn't free, and power isn't free. You do not want to have 2x the amount of hardware you're going to need for regular operation just hanging around doing nothing after the initial "rush".
Edited by Lin Shai, 19 July 2012 - 11:59 PM.
#15
Posted 20 July 2012 - 12:04 AM
Lin Shai, on 19 July 2012 - 11:59 PM, said:
Just as an FYI, this is complete nonsense.
You simply don't run out and purchase 5x more hardware than you're ever going to need just to avoid a couple hours of pain at launch. This was especially true for blizzard, having shattered every record in the book when it comes to selling a game. The load at launch was magnitudes larger than they will ever have to handle at any other time.
If MWO is well promoted and there are a large number of people waiting for it ... you will likely see something similar when it goes "live", at least for some amount of time. Servers aren't free, rackspace isn't free, and power isn't free. You do not want to have 2x the amount of hardware you're going to need for regular operation just hanging around doing nothing after the initial "rush".
I never said that, but they could've implemented a queueing system from the start (instead of with 1.2 or 1.3) for joining to avoid mass login spams...
Not all solutions are hardware only, a lot can be handled by a little smarter design.
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