[MUD-Dev] MMORPGs: Pointers to System Specs?

Jake Song jake at ncinteractive.com
Sun Feb 18 00:04:39 CET 2001


On 2/16/01 10:33 PM, "Lars Duening" <lars at bearnip.com> wrote:

> If I may throw this somewhat meta'ish question in...:
> 
> I'd like to know the system specs of the larger MMORPGs (UO,
> EverQuest, etc) - not in all the detail, just an overview of how they
> are implemented on how many servers, what techniques they use to store
> and exchange data and to do load balancing, how much data they handle,
> and how many concurrent users they can support before showing signs of
> strain. Oh, and how much development time it took to get things
> running :-)
> 
> Reason for my question is that at work we implement a 'large'
> client-server system (if anybody is interested, I can tell her/him
> off-list what we use), and everybody is really happy that we can
> support 1500 concurrent users before things start to really slow down
> - but I have this nagging feeling that 1500 users is far from being
> impressive in the real world.
> 
> Thanks!

We have 30 worlds(shards in UO term), each world is composed of 3 machines,
each machine has 8 CPUs and 1G - 2G memory. Each world can sustain around
4500 players.

Refer
http://www.success-stories.compaq.com/css/cgi-bin/cssextusr/s=display/i=956
(somewhat old though)

Jake

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