Guests:
- Ivan Corbett, Producer II
- Benoit Beausjour, Chief Technology Officer
- Jordan Wood, Network Programmer III
TL;DW:
- Server meshing is tested with players because they break stuff.
- High player limits (500+) help figure out bottlenecks.
- Replication Message Queue is one of the results of those high capacity tests.
- RMQ fixed initial problems but revealed a bunch of new ones with high latency and packet losses.
- Lack of paralliziation was another problem not found until RMQ made it in.
- Entity synchronization (binding) also had to be optimized (example provided talks about 3 million entities per shard after a week of running a server).
- Current hope is to improve the network performance 10x or more and find the next set of bottlenecks.
4 Comments
joelfromaus@aussie.zone · 4 pts · 1y
Server meshing is one of those things that would get me to jump into the game to test it out again. Still a shame that the game is so rough even after all of these years.
Essence_of_Meh@lemmy.world · 3 pts · 1y
That's what happens when you leave the public facing part of the project with a skeleton crew and force everyone else to work on big boss' darling behind closed doors. Not that I'm defending this approach but it is what it is. ╮( ˘ 、 ˘ )╭
It might interest you that Evocati is suppose to test a potential 4.0 release candidate for wave 1. Chance to test SM on live servers within the next quarter is more and more probable.
ryannathans@aussie.zone · 3 pts · 1y
I have been playing the 4.0 tests, incredibly smooth experience. Surely not super far away now. Problems only arising under heavy load which is pretty typical even in 3.x
Essence_of_Meh@lemmy.world · 2 pts · 1y
That's good to hear. Lets hope the rest of cut 4.0 features won't take too long once this one's out.