PlaneShift
Gameplay => General Discussion => Topic started by: audioaxes on March 04, 2004, 09:30:16 pm
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as of know about how many ppl can the PS server network at one time [without unplayable lag ofcourse]?
whats the average number of players usually on PS at a give time?
are there plans to support larger amounts of players online when PS expands?
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Servers are my main area of interst.
The current (MB) release isn\'t a good test, since most of the causes of lag are fixed or at least signifigantly changed in the next release.
So it seems that we can\'t really tell at this point. the number of users supportable by the system will be highly dependant on the hardware of the server, and also the architecture of the server.
lets put it this way: how many people do you want to support? i can build you a server or cluster to meet that spec. (but you might not like the price)
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Originally posted by audioaxes
as of know about how many ppl can the PS server network at one time [without unplayable lag ofcourse]?
whats the average number of players usually on PS at a give time?
are there plans to support larger amounts of players online when PS expands?
I\'m not sure how many the current server can support at one time. Generally speaking, we average around 30 people online at any one time. There are indeed plans to support larger numbers of connections in future, but I think the devs are planning to cross that bridge when they come to it. :)
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The MB server uses about 15% CPU with 70 players. The CB server is *much* more efficient than this, however.
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So how many people are we talking the CB server can hold, like 200 or more?
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Maybe someone who has passed 8th grade algebra can help Ice with this math.
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Originally posted by Vengeance
Maybe someone who has passed 8th grade algebra can help Ice with this math.
Lol Venge :)
Icefalcon, Venge said 70 ppl for MB was 15% CPU, so 100% CPU would be 467 people. Since the CB server is more effecient itll be at least 500.
Venge, when you say much more effecient, how many are you predicting?
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In the language of SW developers \"much more efficient\" is likely to be around 500% to 1000% more efficient.
For Icefalcon:
That would be approx. 2500 to 5000 users :P
Just guessing... ;)
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Aaarg I feel stupid, I dunno when he said 70 people, I just figured that that was the max, since there is only 20-30 people usually on now anyway, Ok I understand now, sry for my noobishness :(
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other factors:
* combat will increase the load on the servers.
* i don\'t know what the current laanx server hardware is like, but there is always a bigger fish.
* if there is a need for a larger number of users, there are many things we can do to scale the system up.
* It\'s always going to be a matter of money. If the server hardware is an old p66 it isn\'t going to support many users. if the server hardware is a few hot new boxes in a cluster, then the number of users can get quite large.
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At present the Laanx server is a Pentium 4 2.66 machine that we use to host web, e-mail, and DNS. The MB release of PlaneShift is also run on this server, and from our current statistics we\'re running at less than 30% CPU load.
We are prepared to contribute a similar shared server for CB\'s AI server when it is released. Overall we are confident of supporting many times the current number of players.
The devs have mentioned that there are also plans to launch additional servers in Europe and US if CB becomes really big, so I wouldn\'t worry about these numbers if I were you.
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Server load cannot be calculated by simple counting like \"it eats X% of cpu at Y players so we can host Y*100/X players\". It can be determined by experiments only. We will see and optimize it if needed.
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Oke we all now about processor requirements :)
,but what about ram and bandwide??
Signed Sueastside
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bah i say we steal runescapes beautiful servers. they run >5,000 clients on each one and they have lke 23 or something...
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Originally posted by sueastside
Oke we all now about processor requirements :)
,but what about ram and bandwide??
Signed Sueastside
World take probably more ram than players.
And planeshift bandwidth usage is very low currently
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Originally posted by chrischoo
The devs have mentioned that there are also plans to launch additional servers in Europe and US if CB becomes really big, so I wouldn\'t worry about these numbers if I were you.
Would that mean that we (europeans) wouldn\'t play in the same world as americans or will the world be shared between several servers ?
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it\'s good that the game is low band-width, I mean I rather have 2500 players connecting at 2 kb/s than 500 players connecting at 10 kb/s.
But how low the bandwidth is it going to use? I guess that\'s more of an independant event...
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Originally posted by leji
Originally posted by chrischoo
The devs have mentioned that there are also plans to launch additional servers in Europe and US if CB becomes really big, so I wouldn\'t worry about these numbers if I were you.
Would that mean that we (europeans) wouldn\'t play in the same world as americans or will the world be shared between several servers ?
All players will be playing the same world, unless the idea is to make a \"Maximum RP server\" or a \"Maximum Powergaming server\", and the likes.
If more servers are added around the world, the idea is to have them all connected to eachother through some backbone thing, and then you\'ll be able to play with people on completely diffrent servers than the one you are on... Or something like that. I\'ve got the idea in a powerpoint thing somewhere. But the general idea is to not split up the world unless that is what is needed for the game to improve, or whatever.
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Thank you gronomist, I\'ve been afraid for at least 10min that I would never be able to meet my dear american friends online anymore :p
But if I understood what you said, it would just be some technical stuff that my n00bish brain would even notice, that\'s great !!
Those devs really impress me much... just keep on going guys :))
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At the moment we don\'t have the \'backbone\' support for multiple servers. It is something that we plan to eventually get to but it is a \'Big Task\' and we have had enough of those for now :).
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Whatever you think your maximum capacity is for a server - you should probably halve it to take into account the morons you always get who find an exploit which allows them to spam/cripple/lag the server :(
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Originally posted by acraig
At the moment we don\'t have the \'backbone\' support for multiple servers. It is something that we plan to eventually get to but it is a \'Big Task\' and we have had enough of those for now :).
Correct me if I\'m wrong Andrew but I think that for npcclient you can already split the load on multiple remote servers. Isn\'t it?
Greetings,
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Originally posted by jorrit
Correct me if I\'m wrong Andrew but I think that for npcclient you can already split the load on multiple remote servers. Isn\'t it?
Greetings,
Yes, that is true, I was referring more the the EQ type system where different areas of the world ( both real and game ) are controlled by different servers and the transition is fairly seemless for the end player.
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Is there any idea on what the server usage will be when CB comes out?
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ya that was more what i really trying to ask. When all is said and done whats a ball park figure of about how many players in one world is the devs aiming at?
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Old thread, will cause confusion... create a new one now that CB is out. *locked*
*Opened* Search instead. It\'s been discussed quite a few times. *Relocked*
- Grono