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CPU Usage Differences After Applying Meltdown Patch at Epic Games

epicgames.com

81–90 of 296 posts

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#81
post #8

Considering the performance impact, I wonder how console manufacturers are going to handle this (assuming that the processors they used are vulnerable to Spectre/Meltdown).

Console manufacturers don't run unsigned code, so I expect they'll just sit still until the next hardware refresh.

Not unsigned code, but Xbox One runs apps from the Store. There should be a fair amount of checks before an app lands on the store, but you can never be sure.

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#82
post #71

The Meltdown attack requires an attacker to have a piece of code executed on your server. Epic's servers are used for login, where people send you data, and for game logic, where people also just send you data like "player x moved his avatar here, player y shoots etc". If all the server does is execute the code which Epic wrote themselves and already trust, why would it need to apply the Meltdown patch?

It makes sense if you don't want a remote code execution in one of your app to provide a full root shell.

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#83
post #47

Earlier quoted context omitted.

There's potential for a little rearchitecting to help, at least in the case of UDP: NAME sendmmsg - send multiple messages on a socket SYNOPSIS #define _GNU_SOURCE /* See feature_test_macros(7) */ #include int sendmmsg(int sockfd, struct mmsghdr *msgvec, unsigned int vlen, unsigned int flags);

Or use userspace networking stack (with cards which allow this) to reduce number of syscalls.

Especially for UDP this would work very well (as there isn't much of a network stack anyway).

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#84
post #71

The Meltdown attack requires an attacker to have a piece of code executed on your server. Epic's servers are used for login, where people send you data, and for game logic, where people also just send you data like "player x moved his avatar here, player y shoots etc". If all the server does is execute the code which Epic wrote themselves and already trust, why would it need to apply the Meltdown patch?

> code executed on your server. Epic's servers are used for login, where people send you data, and for game logic, where people also just send you data like "player x moved his avatar here, player y shoots etc".

Have you ever heard of the term 'buffer overflow'?

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#85

If it's helpful, Our Node.js, MongoDB, Python servers all with significant network traffic didn't have any measurable impact after KPTI patches on Amazon Linux on T2.medium(burst), M4.large, T2.large(burst) respectively. Our impact is lesser than the figures suggested by redhat's advisory - https://access.redhat.com/articles/3307751

Are you using PV or HVM instances?

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#86
post #74

Earlier quoted context omitted.

If, as you say, AMD is not affected by Meltdown unlike Intel, will this significantly change the server market? Excuse the pun, but would this make e.g. AMD EPYC a lot more attractive for such data centers?

Aren't they still vulnerable to Spectre?

Correct, and so are Samsung and Qualcomm CPU’s, according to the original paper: https://spectreattack.com/spectre.pdf

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#87
post #35
post #4

Earlier quoted context omitted.

Not entirely sure why we need to update/protect most servers, since generally they won't be running untrusted code, right?

The replies are missing something from the original article. They are running on the cloud, and Meltdown / spectre means that exploits can escape a VM. This means you don't just need to trust your VM, but also any VMs you are sharing the hardware with.

Only Spectre CVE-2017-5715 can escape a VM, not Meltdown.

Even then, you don't need to trust your co-tenants. Updating the host (which your provider has already done, or which is anyway out of your control) is both necessary and sufficient to protect from VM escapes.

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#88
post #47

Pretty much what I predicted here: https://news.ycombinator.com/item?id=16054674 > Sounds like servers handling lots of small UDP packets would be hit pretty hard.

There's potential for a little rearchitecting to help, at least in the case of UDP: NAME sendmmsg - send multiple messages on a socket SYNOPSIS #define _GNU_SOURCE /* See feature_test_macros(7) */ #include int sendmmsg(int sockfd, struct mmsghdr *msgvec, unsigned int vlen, unsigned int flags);

If they are using socket API for UDP, performance is not critical for them. Otherwise porting UDP servers to DPDK/netmap is not rocket science and gets you like an order of magnitude better performance.

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#89
post #38

Earlier quoted context omitted.

The Nintendo Switch generally only allows white-listed pages. So the attack vector is pretty small. The other consoles, yes, should be possible. But I think not too many people use their consoles for browsing.

Only the hacker needs to do it for there to be a problem

I wonder if you can use Spectre to steal signing keys from the device and jailbreak them. I guess they probably only have the public keys though, for verification.

Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games

#90
post #85

If it's helpful, Our Node.js, MongoDB, Python servers all with significant network traffic didn't have any measurable impact after KPTI patches on Amazon Linux on T2.medium(burst), M4.large, T2.large(burst) respectively. Our impact is lesser than the figures suggested by redhat's advisory - https://access.redhat.com/articles/3307751

Are you using PV or HVM instances?

All of them on HVM.
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