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Server Architecture Setup

Started by Unconnected Dec 11, 2008 at 7:01 PM 1 replies 1.1k views
Original Post
Unconnected
Unconnected
Good afternoon, I am just putting together budget forecasts relative to growth and am wanting to see if anyone has any recent stats on server requirements for online or semi online games. Any MMO, although a different product that ours, info would be helpful, as well as games like combat arms by Nexon. I have seen a few articles detailing the server setup for Eve and EQ2 but they were all written about 3 years ago and I am wondering if the advance in technology is dropping the required servers to power these games or if they are just adding more capability to what each server is doing. If the first is true I would be assuming that second life is needing about 5.2 servers per 1000 concurrent users with todays technology based on: ((2500/2))/240000)*1000 as roughly 3 years ago they needed around 2500 servers for 240000 concurrent users. These numbers are roughly in line with IBM's recent study for their online product 'PowerUp - powerupgame.com' found here: http://www.ibm.com/developerworks/library/ar-powerup1/ Anyways any feedback or anyone that can share experience would be greatly appreciated
eedok
eedok
The major bottleneck for the multiplayer games I've been evolved with is more bandwidth than anything else.

It's hard to say how much you can fit into 100mbps or whatever you can scrounge up for a connection speed when you don't know how much bandwidth is going to be passed along.
Antheus
Antheus
Quote:
as roughly 3 years ago they needed around 2500 servers for 240000 concurrent users


According to this random post, they just recently passed 71k concurrent.

Eve is somewhere in that range. 240k 3 years ago is a mistake. I believe second life is closer to 10 users per server.

200 per server however is a commonly mentioned number for MMORPG (Wow-like, not FPS, not SL).

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