Intel speeds up Linux servers with SSDs

Autore: Welcome to Fudzilla

Thanks to Nevex Virtual buyout

Chipzilla has sped up Linux server SSDs using Cache Acceleration Software technology. 

Intel said that the solid- state drive-based Cache Acceleration Software (CAS) for Linux servers can dramatically speed up the performance of read-intensive applications. Intel said its CAS can triple the performance of SSDs on standard databases and offer up to 18 times improved performance on read-intensive online transaction processing applications.

The product supports caching on NAND flash in storage arrays and VMware vMotion. An Intel spokesman said that at the moment Intel’s CAS fixes I/O bottlenecks by accelerating applications. The latest update featuring support for Linux, enables administrators to use software that will benefit from the higher performance SSDs. They can also allow the CAS to automatically redistribute I/O intensive data to the flash memory.

The CAS technology was acquired by Intel from the Canadian startup Nevex Virtual Technologies which it bought last year.

Intel speeds up Linux servers with SSDs ultima modifica: 2013-02-13T10:42:22+00:00 da admin

3 thoughts to “Intel speeds up Linux servers with SSDs”

  1. Ciao ragazzi, volevo sapere se era possibile montare un processore intel dual core su una scheda madre asus del 2002 ( P4 e qualcosa, non ricordo esattamente il modello). Grazie anticipatamente
    Allora ragazzi la scheda madre è una ASUS P4P8X e il processore è un intel core 2 duo.

  2. appena faccio partire il gioco mi da questo debug, aiutooooooooooo!!!!!!!!!!!!!per favore.
    —– Initializing Renderer —-
    execing ragdoll.cfg from disk
    —– Client Initialization —–
    —– Client Initialization Complete —–
    Trying SMP acceleration…
    —– R_Init —–
    Getting Direct3D 9 interface…
    Pixel shader version is 2.0
    Vertex shader version is 2.0
    Video card or driver doesn’t support linear filtering when copying and shrinking the frame buffer.
    Video card or driver doesn’t support vertex shader 3.0 or better.
    Shader model 3.0 rendering path will not be available.
    Video card or driver doesn’t support pixel shader 3.0 or better.
    Shader model 3.0 rendering path will not be available.
    Shader model 2.0 code path is available.
    Using Shader model 2.0 code path because it is the best available path on this hardware.
    Attempting 640 x 480 fullscreen with 32 bpp at 60 hz
    Game window successfully created.
    Using 2x anti-aliasing
    Creating Direct3D device…
    Com_TouchMemory: 0 msec. Using sum: 0
    Loading fastfile code_post_gfx
    Loading fastfile ui
    Loading fastfile common
    Initializing render targets…
    Requested frame buffer to be 24-bit color with 8-bit alpha
    DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
    Initializing static model cache…
    Initializing dynamic buffers…
    Initializing particle cloud buffer…
    Creating Direct3D queries…
    Loading fastfile ‘code_post_gfx’
    used 1.14 MB memory in DB alloc
    Setting initial state…
    DirectX reports 128 MB of video memory and 182 MB of available texture memory.
    Using video memory size to cap used texture memory at 112 MB.
    Texture detail is set automatically.
    Using picmip 1 on most textures, 1 on normal maps, and 3 on specular maps

    Unhandled exception caught

  3. # Processore: Intel Pentuim T4300 2.10GHz, Cache 2MB L2
    # RAM 2x2048MByte DDR2 SDRAM (Max 8GB)
    # Hard Disk 500 GB Sata 7200rpm
    # Scheda grafica: Intel GMA 4500MHD, Fino a 1340MB di Memoria Grafica Totale Condivisa
    # Scheda audio: Integrata + Altoparlanti Stereo
    Software: Windows 7 Home Basic 64bit

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