[cod] CoD4 server requirements: Please rate my hardware

Georgecooldude georgecooldude at gmail.com
Thu Dec 20 19:16:43 EST 2007


Does anyone know roughly how many kb/s each client connected to a COD 4
server uses? Is it a fairly average sustained usage?

I'm looking at approx numbers so I can calculate.

Maybe someone has some MRTG/Cacti stats or something similar online?

On Dec 7, 2007 8:27 AM, <email at heiwu.de> wrote:

> As this is is going to be my first gameserver ever, i have zero experience
> with that. My Brother told me, CoD4 Maps are HUGE in RAM, so i was feared
> if my 2 GB were enough. Thanks to this list (which is really active
> *thumbs up*) i am all pleased and can't wait to install my server.
>
> Now, knowing that my server can handle CoD4:
> "see any true traffic analysis of a COD4 server" this could get the next
> possible bottleneck. Does anybody already have some stats he would like to
> share with us? I'd be really interested in that!
>
> In my Server offer (http://www.hetzner.de/rootserver_en.html /
> http://www.hetzner.de/rootserver.html) it says it has a 1Gbit NIC on a
> 100Mbit Network.
> After some eMails with my provider, they told me, i'd have to share
> 100Mbit/s with 6 other machines. Means, if my rack neighbour runs a
> bittorrent DL server, my connection's all f***ed up! ;)
>
> That's the theory so far. I think i'll make some bandwidth performance
> tests once i have my server!
>
> > Georgecooldude wrote:
> >
> >> What do you think would run on a 2.4ghz quad core xeon and 4-5gb ram?
> >> 80gb 10,000rpm drive on 100mbit connection?
> >
> > Too many people ask this question for me not to put my nose directly
> > into it... here goes.
> >
> > As with my day job, these questions can't really be answered without
> > knowing a lot more about the environment.  Yes, lots of things depend on
> > CPU, disk, ram, etc. but your network connection is much more important.
> >
> > I have yet to see any true traffic analysis of a COD4 server, so I can't
> > tell you how many instances you could run over a true 100mbit LAN
> > connection.
> >
> > When people say "I have a 100mbit connection", that's all well and good,
> > as that is what you have decided to pay for.
> >
> > I doubt, however, that your provider gives you that full 100mbit to the
> > outside world.
> >
> > Take as an example, my house.  I have a gigabit switch between some
> > servers, 100mbit in most rooms, and 54mbit wireless.   With all of the
> > wonderful infrastructure, I still only have 4Mbit to the outside world
> > (thanks, Timewarner for not offering FIOS).  I guess that I could claim
> > that my COD4 server has "GIGABIT CONNECTIVITY", as it is connected to
> > the gig-e switch.... that does not mean that traffic coming out of my
> > server to the outside world is anywhere near gig speeds.
> >
> > Even if your provider has multi-gig connections to the outside world,
> > consider how many other people they have sold "100mbit" connections to?
> >
> > It doesn't take many people cranking full 100mbit flows to flood a gig
> > network... See if you can get your provider to give you their
> > oversubscribe numbers.  How many 100mbit connections are they selling on
> > that 10gig interconnect?  Does it look possible?
> >
> > Then, you have to consider transit latency.  Even if your provider has
> > multi-gig connections to their provider, think about where the flows
> > pass over exchange points.  When I look at the output of traceroute, I
> > see a couple of places that it is obvious that network traffic is
> > hitting some sort of roadblock.
> >
> > From a couple of traceroutes:
> >
> >   5  tran-01-so-3-0-0-0.chrl.twtelecom.net (66.192.242.83)  11.216 ms
> > 15.932 ms  12.966 ms
> >  6  sl-gw25-atl-11-0.sprintlink.net (144.223.47.109)  43.524 ms  78.588
> > ms  79.817 ms
> >
> > ----
> >
> >  5  66.192.240.22 (66.192.240.22)  12.108 ms  12.603 ms  11.341 ms
> >  6  equinix.ash.cw.net (206.223.115.73)  22.974 ms  22.492 ms  21.183 ms
> >  7  so-7-0-0-dcr2.amd.cw.net (195.2.10.250)  114.699 ms  112.953 ms
> > 110.524 ms
> >  8  so-4-0-0-ycr2.skt.cw.net (206.24.147.198)  130.159 ms
> >
> > ----
> >
> >  4  66-194-17-105.static.twtelecom.net (66.194.17.105)  4.379 ms  5.681
> > ms  3.796 ms
> >  5  66.192.251.27 (66.192.251.27)  65.738 ms  65.757 ms  65.204 ms
> >  6  * * *
> >  7  58.229.14.41 (58.229.14.41)  221.330 ms  220.193 ms  220.977 ms
> >  8  58.229.12.30 (58.229.12.30)  224.661 ms  221.868 ms  216.257 ms
> >
> > So, from these few examples, you can see that network latency is
> > introduced in places 2,3,5,10 hops away from you that neither you nor
> > your provider have any control over, nor hopes of fixing.
> >
> > Now, what I came here to say:   YOU CAN'T ASK THE QUESTION "HOW MANY
> > PLAYERS CAN I SUPPORT" AND EXPECT A REALISTIC ANSWER, assuming that you
> > are talking about player experience, or people playing on a LAN.
> >
> > BTW, I work for Internet Systems Consortium (www.isc.org) on the BIND
> > and DHCP training and support team.  We get questions all the time
> > asking "how big a server do I need to serve X number of zones and to
> > support Y number of recursive clients... I CAN'T ANSWER THAT QUESTION
> > EITHER, and for mostly the same reasons.
> >
> > Thanks for your time and patience in reading this entire e-mail.
> >
> > {and if you've actually read this far, please quit asking about sizing
> > servers, K? THX!}
> >
> > AlanC
> >
> >
>
>
>
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>
>
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