Earlier quoted context omitted.
Intel's PR dept is in overdrive, but the truth about this vulnerability is that it's essentially worst-case. 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…
I wonder if we'll start seeing more userspace storage drivers because of this. If anything, for big shops like this one, I wouldn't be surprised if we saw a move away from hosted providers (the "cloud" .. god I still hate it when people use that word), and return to co-located setups. At least for people who need immediately performance needs, AMD might make a lot of short term sales right now.
CPU Usage Differences After Applying Meltdown Patch at Epic Games
221–230 of 296 posts
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#222Huge real world performance impact, they didn't say how much but it looks like close to 100%. I smell a class action lawsuit coming.
Hopefully not. Lawsuits are a fine way to stifle innovation. Imagine how hard it would be to push through any idea at Intel. No one saw this coming. Things happen. It's impossible to predict every contingency. They acted in good faith. Also, heh, users are funny: "all other games i have work fin by the way so there must be a problem whit fortnite."
I'm not sure about this. At any large company like Intel, the cost of potential - even predicted - lawsuits are already factored into their budgets.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#223Earlier quoted context omitted.
[deleted]
Is that remotely feasible? You're basically suggesting that Intel needs to refund or replace every PC and server CPU they've sold in the last five years. The fdiv recall cost Intel almost half a billion dollars, and that was for a small subset of processors that most people didn't replace. Intel has a lot of assets, but replacing five years worth of CPUs might actually bankrupt them.
Maybe just average out the performance impact across large cloud providers and offer that as a percentage? It probably wouldn't be hard for a company like Google to crunch metrics before/after the update and give a number for how much their performance has been affected
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#224Earlier quoted context omitted.
Hopefully not. Lawsuits are a fine way to stifle innovation. Imagine how hard it would be to push through any idea at Intel. No one saw this coming. Things happen. It's impossible to predict every contingency. They acted in good faith. Also, heh, users are funny: "all other games i have work fin by the way so there must be a problem whit fortnite."
> Lawsuits are a fine way to stifle innovation. I'm not sure about this. At any large company like Intel, the cost of potential - even predicted - lawsuits are already factored into their budgets.
I remember reading something about how rich people can get 'everything else's insurance that's basically applicable to anything bad that could happen to them. Maybe its the same with companies?
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#225Earlier quoted context omitted.
What is the other way round? (I worked on the fixes for Red Hat).
I think he's saying that unpatched, a co-resident VM can compromise the host even if you are locally patched. If the host is patched this doesn't matter (for VM escapes); however, for those on public clouds that will apply the host patching globally, you will be eating the performance degradation whether or not your workload cares about it. I don't think AWS et al will be offering a "run unpatched instance" option. O…
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#226Earlier quoted context omitted.
Latency is more important than reliability for online gaming because the world state instantly gets stale. Instead of retransmit you want latest snapshot. I'd be curious to find out in what online games that is not the case.
Latency isn’t an issue today what so ever, it’s not like UDP also has a magical lower latency it had in the past because of smaller packets and slower computers but today? Online games work today with fixed ticks and polling usually at half of full frame rate which means that the server updates and polls the client 30 or 60 times a second or any other even multiplier of the expected synced frame rate.
You're wrong. Head of line blocking is a real thing that happens very often in TCP.
Edit: parent poster removed that part of the comment between me reading and submitting a reply
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#227Earlier quoted context omitted.
>They acted in good faith. That's new for a company, and it's not indicated by their PR spin right now. What I think happened : a company produced a product with a problem. Probably not out of malice, but ignorance. One of two things happened after, which can kill the 'good faith' argument ; the problem was found internally and hushed, or the problem was found externally and minimized to reduce financial burden arisi…
Well this type of attack has been theoretical for years. The Project Zero referenced some papers from the mid-2000s that talked about it. But the implementation, even today, isn't exactly trivial. Modern processors are insanely complex systems. Branch prediction, out of order execution, hardware virtual memory management, hardware virtualization, etc. Not to mention that these are side-channel attacks. It's not a dir…
And until we align their market incentives properly, silicon vendors are going to continue to ignore this fact when it comes to verification. Intel is especially bad here; they’ve had an unreasonable number of hardware bugs in recent years.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#228Graph says pretty clearly the patch is 60-70% slower! or 2.5-3x hardware costs. I wonder which CPU family this is?
This surprised me a lot. I thought 30-50% would be worst case and then with additive effects from both Spectre and Meltdown fixes. Not sure how it can be this bad. I imagine it could get even worse if you are running in a virtualized environment on top where the server is affected in turn, but I figure thst wouldn’t show in a CPU graph like this..
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#229Earlier quoted context omitted.
If you're talking about a game server like this, though, where you don't have sandboxes running client-originated code, just processes running your own software, any remote code execution vulnerability is already going to be in a position to do incredible damage. There are almost certainly going to be other privilege escalations available to you once you've buffer-overflowed or whatever to dupe the server into runnin…
Can any of this be exploited from Javascript? That would be a humongous can of worms.
Re: CPU Usage Differences After Applying Meltdown Patch at Epic Games
#230Pretty 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.
Fortnite doesn’t use UDP at all (80, 443 and 5222 all TCP), UE4 uses TCP for its network stack by default.
For things like getting stats, probably from a HTTP endpoint, sure, but for gameplay? The lag would be very bad, no? Lose a packet and everything is slowed down
I see this, which indicates it uses UDP: https://imgur.com/al6KTwT
and according to wireshark it's used heavily when in a game, so I assume that's the gameplay protocol. Also when I left my game (but stayed in the lobby), immediately the port 61879 stopped listening.
I'm not sure about UE4, but previous versions of the unreal engine used UDP for replication and RPC.