MMO Server Scaling
The cluster centers on technical challenges and architectures for scaling massively multiplayer online game (MMO) servers to support thousands of concurrent players in a single shared world, referencing games like EVE Online, Planetside 2, and technologies such as SpatialOS.
Activity Over Time
Top Contributors
Keywords
Sample Comments
This page is about their current and planned back-end server architecture, where they want to have thousands of players online in a single virtual world, along with all of the random items - from ships to bits of trash - that float around in space visible to everyone.I would be surprised if they reached "hundreds" of players in a single instance. I don't think thousands is ever going to be attainable for them. Unless they are somehow able to make some sudden breakthrough
Could you elaborate on the c10k-equivalent problem for massively multiplayer games ?
This seems like it would be really great for large game servers, I'm thinking things like eve.
>Players were spread into 49 different teams across the map. Each team consisted of around 20 players.How is that different from sharding into mini 20 player servers? I was hoping for 1000 players all in visual range :)Eve Online record is >6000 players all in visual range, but they cheat by lowering server tick from 1Hz down to 0.1Hz https://wiki.eveuniversity.org/Time_dila
I don't really understand your point. Are you saying that the resources used will scale exponentially with the number of players? If that's the case, I can see how this could make things difficult in the long run but caring about it now sounds a bit like premature optimization to me. Maybe the players don't even want to be all on the same world?
MMO game server: Unity includes a 10,000 Player scene
I see you aren't familiar with modern state of Minecraft servers. Due to Minecraft being limited to a one core big servers actually aren't a single instance. They use proxy servers(such as BungeeCord and it's forks) which distributes load between several lobby servers and from there people join one of custom gamemodes(Skyblock, Bedwars, etc). This allows for tens of thousands of people to play simultaneously, but not in the single world, while SMP(Survival Multiplayer) servers can
Unless you are playing on console, almost nothing is p2p in gaming (Due to cheaters). The server has to simulate the entire "world", and as I understand it, the problem becomes when you have one server instance simulating a world for 100s of players.The said, FTA I think people are focusing on the wrong side of aisle. From what I understand, I don't think anything they said is impossible; it just seems like the team is very inexperienced and MMOs are incredibly complex and give
No problem. You should definitely ask such questions. If you want to dive into the technicalities, see what people are already doing with SpatialOS and ask your own questions I really recommend having a look at the forums (https://forums.improbable.io).That said, my previous response was actually targeting your example as being a use-case that falls into the 'realistic' category that we want to address wit
Roblox is pretty sharded I think. Lots of little servers.