Server benchmarking?

HbG hbg at
Sat Sep 28 07:28:30 EDT 2002

There's been some discussions on server performance recently, and it 
seems to differ quite a bit from system to system, more then can be 
explained by just looking at raw cpu power, so I was wondering which 
features of a system have the biggest impact on server performance?

Are UT2K3 servers in general more fpu or alu intensive?
Does the memory need to be fast, or is a low latency the key to high 
performance? Does hyperthreading make a big difference when running 2 
servers on one cpu?

Benchmarking is implemented very well for the client, but right now 
there's no good way to objectively test server performance with x 
players, which makes it hard for GSP's to decide what the best 
hardware is, or how many players a system should be able to handle. 
UT2003 has done a good job to become an established benchmark for 
gaming systems (smart marketing move that! :)), but the server seems 
to have been forgotten, even though it is an equally important factor 
in gaming pleasure.

Would it be possible to implement benchmarking code for the server as 
well (internal demo playback or something?) or are the benefits not 
worth the trouble?

- HbG

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