Graphic Cards Critical Hardware Resources for games

I'll suggest to keep a check on the Disk throughput as well.

What do u mean by disk throughput? How can I monitor that?

I don't have much knowledge about game servers. But common sense tells me that you shouldn't require a top of the line GPU to host a game assuming there wouldn't be any individual display for each game running on that server. I may be wrong though.

I am not sure about the underlying technology as I have not done that part but my friend has done something which transfers the output of every game to some other client and let the client play game as it was running on client machine itself. I hope its clear now. he has done something (programming) to run and transfer game's output over network to some connected client. So assume that it is possible. And client can play.

#[member='pr0ing'] You can run multiple games on a single GPU if you have the necessary CPU&RAM unless you want to play each games simultaneously which is impossible on a single display unless windowed. Although I wonder how would the GPU processing be distributed for running multiple games on a single machine with multi-GPU multi-monitor setup.

I guess every game is an application so we can run multiple games simultaneously like we run all other applications. But how gpu processing would be distributed is what I want to know. I want to monitor some values like ram used, cpu cycles used etc to check whether it's safe to run another game or not? If I find that my X machine does not have enough available ram then I would not launch the game on X machine.

So for the time being i am monitoring only 3 values - ram used, cpu usage and gpu usage. But what else can be bottleneck which I am ignoring?
 
What do u mean by disk throughput? How can I monitor that?

Disk throughput OR through-output, means the number of Input / Output operations a disc can undertake on an average, with SSD's this can go as high as ~500 I/O per second, whilst a mechanical hard drive is limited to an average of ~ 60 --> 90 I/O's per second due to the technology involved.

For more on this subject --> http://en.wikipedia....ive)#throughput / http://blog.scoutapp...-you-be-worried / http://nathanaeljone...killer-disk-io/.

Hope this helps, Cheers!!
 
Hope this helps, Cheers!!

Thanks ALPHA17. It really drew my attention to one more parameter which is disk I/O. I think I should also talk to game developers. They can tell me clearly what do they keep in mind about resource utilization when they design a game.
 
What do u mean by disk throughput? How can I monitor that?

I guess you found out what is Disk throughput. There are mani APIs available to monitor the hardware resources. For instance, refer to these pages for getting resource info in Java (too lazy to explain
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http://stackoverflow.com/questions/25552/using-java-to-get-os-level-system-information

http://stackoverflow.com/questions/...e-computers-cpu-memory-and-disk-usage-in-java

I am not sure about the underlying technology as I have not done that part but my friend has done something which transfers the output of every game to some other client and let the client play game as it was running on client machine itself. I hope its clear now. he has done something (programming) to run and transfer game's output over network to some connected client. So assume that it is possible. And client can play.

If I understood it correctly, any person with a thin client will be able to connect to the server and run any supported game irrespective of his/her hardware specs. In that case, users are effectively connected via networked display and IO.
 
If I understood it correctly, any person with a thin client will be able to connect to the server and run any supported game irrespective of his/her hardware specs. In that case, users are effectively connected via networked display and IO.

yes you are right. It is like this. That's why I have to monitor before launching a new game whether enough resources are available or not.
 
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