[MUD-Dev] Networking architecture overview
Dave Rickey
daver at mythicentertainment.com
Wed Oct 17 17:57:29 CEST 2001
-----Original Message-----
From: Brian Hook <brianhook at pyrogon.com>
[SNIP...a great deal of technical detail]
> So this architecture basically obviates the need to even have a
> discussion about UDP vs. TCP and unreliable vs. reliable and
> out-of-order vs. in-order. It's all unreliable UDP delta
> compressed against the last known state.
> Damn that's smooth.
It is, but it has two scaling issues from an MMOG viewpoint:
1) It sends the same amount of data regardless of how much
activity is involved. EQ and Camelot save a *lot* of average
bandwidth use by only sending data on what is happening at any
given moment. Average bytes per player per second are reduced by
about 25-35% this way. We're talking about saving the equivalent
of a T1 line for each 5K players. When bandwidth is less of the
operating budget, this may not be as big a deal.
2) Seems like this could chew a *lot* of memory once you're
looking at maintaining the game state + deltas for 2K+ players
attached to a single server. Especially if a problem in your own
network causes a few seconds of connection loss, and you're
tracking large deltas for all players simulataneously.
It's a really slick solution to the problems Q3 faces, but I don't
think you could scale it efficiently.
--Dave Rickey
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