Jump to content

Gameframe

From Wikipedia, the free encyclopedia

This is an old revision of this page, as edited by Dingle bird77 (talk | contribs) at 02:56, 13 October 2023 (fixing grammer, adding commas ect.). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

A gameframe is a hybrid computer system that was first used in the online video game industry. It is an combination of the technologies and architectures for supercomputers and mainframes, namely high computing power and high throughput.

History

In 2007, Hoplon and IBM jointly started the gameframe project in which they used an IBM System z mainframe computer with attached Cell/B.E. blades (the eight-core parallel-processing chips that power Sony's PlayStation 3) to host[1] their online game Taikodom. The project was carried further by a co-operation between IBM and the University of California, San Diego in 2009.[2]

Although the Cell blades account for the required computing power, it's the high data throughput of the mainframe which is of particular interest.

System z provides a high level of security and massive workload handling, ensuring the execution of its administrative tasks and guaranteeing an enduring connectivity to a huge number of clients.[3] Cell/B.E. takes over the most resource demanding calculations thus enabling System z to fulfill its job.

The combination is both an effective and financially attractive game server system, as the most computation-intensive tasks are offloaded from the expensive CPU cycles of System z and carried out on the much more economical Cell blades. Without offloading, the server system required would end up costing too much and would not be financially feasible.[4]

The gameframe can handle the required transactions (e.g., keeping track of each user's spaceships, weapons, and virtual money even between the players) and the simulation (trajectory of objects and checking for collisions) in a unified and consistent fashion. Thus, it can host a few thousand users at a time, and higher efficiency is experienced when more users are added.

Games with numerous players like World of Warcraft, have tackled this problem by splitting the work among multiple clusters, creating duplicate worlds that don't communicate.[5]

The Cell-augmented mainframe runs Hoplon's virtual-world middleware, called bitVerse, which uses IBM's WebSphere XD and DB2 software.[6]

Around the gameframe, the IBM Virtual Universe Community has evolved.

References

  1. ^ Cell Broadband Engine Project Aims to Supercharge IBM Mainframe for Virtual Worlds Apr 26, 2007 at ibm.com
  2. ^ UC San Diego and IBM Launch Center for Next-Generation Digital Media to Power Tomorrow's Virtual Worlds Mar 17, 2009 at ucsdnews.ucsd.edu
  3. ^ "IBM Z Mainframe Servers and Software". IBM.
  4. ^ Master's Thesis by Huiyan Roy Archived 2011-05-16 at the Wayback Machine University of Tübingen (2008)
  5. ^ IEEE Spectrum Magazine Aug 2008 at ieee.org
  6. ^ IBM to wed game chip with mainframes Apr 25, 2007 at news.cnet.com

Videos