Earlier quoted context omitted.
More than a doubling of CPU use, but for consistency's sake: The other percentages we've been offered have been in terms of performance reduction. We were told to expect a range of 5-30%; this is about 60%. Somewhere a sysadmin's hair has started smoldering.
I’d go farther, anybody who is concerned with application performance may soon see/smell their hair smoldering. We write a lot of code that needs to run as fast as possible (processing, post-processing, generating real-time weather/satellite data) and I’m concerned about time windows and whether we’ll be able to meet requirements.
CPU Usage Differences After Applying Meltdown Patch at Epic Games
151–160 of 296 posts
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#152Earlier quoted context omitted.
...at which point that untrusted code gains full access to the only userspace process that matters on that node. If you gain access to run code on a server process why escalate further, you already have access to everything that matters?... Assuming bare metal. In shared hosting / cloud / VMs it is different.
This is a great point. Probably someone will argue properly configured apache will not have access to data ... etc. I think the practical reality is in many setups it already does, and what these hardware bugs mean is that the lazy imperfect - effectively single layer - security that probably exists on the majority of servers is now essentially equivalent to the security of systems where the security minded have been…
But for servers, the application-level vulnerabilities that are needed in order to get meltdown or spectre attacks to run are already devastating. Take over a game server process and you own the in game currency and the scores and the ability to ban users, and probably user level login as well. And you have your pick of privilege escalation mechanisms already, probably.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#153Huge real world performance impact, they didn't say how much but it looks like close to 100%. I smell a class action lawsuit coming.
More than a doubling of CPU use, but for consistency's sake: The other percentages we've been offered have been in terms of performance reduction. We were told to expect a range of 5-30%; this is about 60%. Somewhere a sysadmin's hair has started smoldering.
It really only affects workloads where high performance is important. The average user might not see an impact but if you need fast IO God help you. The solution is to 'make less syscalls' but the problem is that syscalls have always been slow and the people making a lot of them are only doing so because they absolutely have to
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#154Unfortunately, Epic Games don't provide any details about their CPUs AFAICT.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#155Pretty 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.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#156Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#157Huge real world performance impact, they didn't say how much but it looks like close to 100%. I smell a class action lawsuit coming.
Why? This wasn't gross incompetence in processor design, this kind of attack is completely new. I don't see how a class action could apply here, by IANAL
To this date I can still buy broken Intel CPUs....
They knew about the flaw in June. Yet they still kept selling Coffee Lake CPUs.
If my 8700k wouldn't still be significantly faster than Amd Ryzen (or I wouldn't have to also return the MB), I would have switched to an Amd in a heart beat.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#158Earlier quoted context omitted.
Yep, I was actually debating whether I'd mention sendmmsg/recvmmsg in my original post but I left it out. Definitely an option for UDP, but you're out of luck if your game server uses TCP (surprisingly many do) because you have to recv from each socket separately.
The majority of online games use TCP these days with good prediction it’s more reliable than UDP.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#159if people would still use good old owned hardware without any virtualizsation, spectre and meltdown would not be as scary as it really is on server hardware. which means that only clients would be affected. but since everything runs on the cloud, we basically need to update the whole world.
Second, saying everyone should have dedicated hardware is just nonsense. It's like saying everyone should run their own datacenter. For most people neither of those makes financial sense.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#160Earlier quoted context omitted.
Are you using PV or HVM instances?
All of them on HVM.